Jun 12, 2018 6:21 pm
We've already got one playtest planned for Void Age, a sci-fi game based off the same engine that runs 13th Age, but I'd like to get a 2nd one going if there's enough interest.
Void Age is set in the far future of the solar system. Earth is mostly abandoned after countless wars, and humanity is spread throughout the system, often modifying or even replacing their bodies with versions that suit them better. Mega-corps run most things now aside from a few old-style governments, and while disagreements generally don't progress to all-out war, there's always conflict simmering just under teh surface. Those that work for the mega-corps live in a near utopia, but those that don't often find themselves clinging onto the darker underbelly of society.
In the middle of this, the Orison have begun to appear through long-hidden jump gates scattered throughout the system, on Titan, on Europa, on Venus, on Earth. The anchors for those wormholes would have had to be built here long ago, before man even attained rudimentary spaceflight. Some hail the Orison as the gods that guided mankind, but the majority see them as a threat, and react with violence. They've been here for a generation now, and still no one knows why.
The exact nature of the adventure could range anywhere from running a secure courier service to ruin-diving in a mostly abandoned Europe to fighting the Orison as a member of SecNet, whatever there's interest in.
Here's more more details about the types of characters you can play...
SHEATHS (these take the place of races)
Flitter: Your conciousness is uploaded into a small drone, giving you active camoflaguethe ability to fly.
Median: You've had your genome cleaned, but that's about it. There's nothing wrong with being human.
Myriad: You're not just one sheath, you're many that lock together into a vaguely humanoid shape, but you can split apart into a swarm of tiny pieces when needed.
Fury: You're been bred for battle. Your genetic code has been tailored for endurance, strength, and aggression.
Ghost: This sheath is focused on stealth and infiltration. You can jump from one shadow to another with an integrated short-range jump gate generator.
Mentat: You've been engineered for brains over brawn, making you an irreplaceable problem-solver.
Octon: This sheath was originally meant for uplifted octopodes, but with a few firmware tweaks it's usable by human minds too.
Skav: Rats get everywhere, even in space, and that's exactly what the makers of the Skav were going for. A few upgrades like a prehensile tail and a size increase to make you useful were part of the package.
CLASSES
The Adept eschews technology, relying on his ancient martial arts and weapon training to survive.
The Deadeye is an excellent sniper, or an in-your-face gun-fu artist.
The Gatekeeper uses his wormhole generator to make his allies more mobile and turn the battlefield into a death trap for enemies.
The Glitch fights alongside hardlight holo-clones, letting her be everywhere at once.
The Nebula uses his nanites to provide support for allies and hinder foes.
The Phage is immune to the vast array of biological and techo-organic viruses she carries, but her enemies aren't.
The Psiblade uses the brute force power of his mind to fight, summoning a weapon made of psionic energy.
The Vector takes a more nuanced approach to his psionic abilities, warping reality with his mind.
The Zerker overloads his numerous cybernetic attachments to be an unstoppable killing machine.
Void Age is set in the far future of the solar system. Earth is mostly abandoned after countless wars, and humanity is spread throughout the system, often modifying or even replacing their bodies with versions that suit them better. Mega-corps run most things now aside from a few old-style governments, and while disagreements generally don't progress to all-out war, there's always conflict simmering just under teh surface. Those that work for the mega-corps live in a near utopia, but those that don't often find themselves clinging onto the darker underbelly of society.
In the middle of this, the Orison have begun to appear through long-hidden jump gates scattered throughout the system, on Titan, on Europa, on Venus, on Earth. The anchors for those wormholes would have had to be built here long ago, before man even attained rudimentary spaceflight. Some hail the Orison as the gods that guided mankind, but the majority see them as a threat, and react with violence. They've been here for a generation now, and still no one knows why.
The exact nature of the adventure could range anywhere from running a secure courier service to ruin-diving in a mostly abandoned Europe to fighting the Orison as a member of SecNet, whatever there's interest in.
Here's more more details about the types of characters you can play...
SHEATHS (these take the place of races)
Flitter: Your conciousness is uploaded into a small drone, giving you active camoflaguethe ability to fly.
Median: You've had your genome cleaned, but that's about it. There's nothing wrong with being human.
Myriad: You're not just one sheath, you're many that lock together into a vaguely humanoid shape, but you can split apart into a swarm of tiny pieces when needed.
Fury: You're been bred for battle. Your genetic code has been tailored for endurance, strength, and aggression.
Ghost: This sheath is focused on stealth and infiltration. You can jump from one shadow to another with an integrated short-range jump gate generator.
Mentat: You've been engineered for brains over brawn, making you an irreplaceable problem-solver.
Octon: This sheath was originally meant for uplifted octopodes, but with a few firmware tweaks it's usable by human minds too.
Skav: Rats get everywhere, even in space, and that's exactly what the makers of the Skav were going for. A few upgrades like a prehensile tail and a size increase to make you useful were part of the package.
CLASSES
The Adept eschews technology, relying on his ancient martial arts and weapon training to survive.
The Deadeye is an excellent sniper, or an in-your-face gun-fu artist.
The Gatekeeper uses his wormhole generator to make his allies more mobile and turn the battlefield into a death trap for enemies.
The Glitch fights alongside hardlight holo-clones, letting her be everywhere at once.
The Nebula uses his nanites to provide support for allies and hinder foes.
The Phage is immune to the vast array of biological and techo-organic viruses she carries, but her enemies aren't.
The Psiblade uses the brute force power of his mind to fight, summoning a weapon made of psionic energy.
The Vector takes a more nuanced approach to his psionic abilities, warping reality with his mind.
The Zerker overloads his numerous cybernetic attachments to be an unstoppable killing machine.
Last edited June 12, 2018 6:21 pm