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Star HERO with... not magic, really, but...


Kristopher

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Re: Star HERO with... not magic, really, but...

 

With a PI and a navigator as your PCs, you're going to need scenarios that bridge the gap between the mean streets and space.

And with that in mind---

 

Trouble on the Docks

 

 

-The PCs are called in to meet with station administration. While they're away, someone slaps a quarantine seal on their ship. No-one can get in or off the ship, and no-one can explain why the seal has been put in place. The ship will be seized to pay docking fees soon. What's going on? (Someone with pull in the admin's office is trying to assassinate the PCs, and figures that it will be easier if they are staying in a hotel.)

--PCs are called away (again). When they return, something has been put into one of the ship's holds, and the hold has been sealed. They can't get at it, but they do have the port that it's consigned for. What's going on? Have they been dragooned into a smuggling operation? Is some pirate going to rendezvous with them at some dark jump point and pick up their load? (One possible solution: when they find out what the cargo is, they also discover that it is prohibited in all surrounding star systems. It is impossible to reach the quarantine station/recycling centre/research outpost where they can dispose of their cargo without passing through one of these systems. The only way out of the situation is for the navigator to find a new route/jump point. Which is exactly what the people who put the cargo aboard are trying to force the navigator to do. The PCs will be followed, and disposed of, in order to keep the new jump route secret.

--The PCs are jumped by assassins. The bodies (assuming they win) are tatooed with the marks of an outlaw order of killer monks that cannot possibly be in this sector of space. Once again the PCs are led to an unknown jump route (the one by which the monks evaded law enforcement), and, at some dark point between the stars, find a pirate station planet where dark secrets are concealed.

--The decompression alarm sounds on the docks, the doors come down, and as soon as the section containing the PCs' ship is isolated, a gang of dockland toughs leap out of concealment and charge the airlock doors. Opportunistic crime, or did someone arrange this with the help of dockyard administration.

--The old standby: the dock authorities board the ship, search it, and claim to discover contraband. The ship is seized, and the PCs are turned out on the streets to find out why they've been framed.

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Re: Star HERO with... not magic, really, but...

 

Here's a rough draft of many of the weapons for the setting/campaign; if Effect lists more than one line, then there are multiple ammunition types or settings. I still need to include the sonic weapons, the big continuous laser "slicer" weapon, and a couple of exotics.

 

(I tried to use a spoiler to keep the list from stretching the page, but long spoilers drop the list behind the following posts.)

 

Bolter Pistol, Light

Effect: 6d6 Normal or Stun

Rate of Fire: Semiautomatic

Range: 10/20/40 m (80 in vacuum)

Ammo: 50 (per energy cell)

Concealable: J

Cost: 600 (50 / energy cell)

Availability: 2,R

Notes: Also known as "packet guns" or "blasters", bolter weapons fire self-contained packets of coherent energy. The main advantages of bolters are freedom from ammunition constraints, lighter weight, few moving parts, relatively quiet operation, and a "stun" setting on most models. The brightly visible energy packets tend to give away the shooter's position, and lose power over distance because atmospheric interference.

 

Bolter Pistol, Heavy

Effect: 8d6 Normal or Stun

Rate of Fire: Semiautomatic

Range: 20/40/60 m (120 in vacuum)

Ammo: 40 (per energy cell)

Concealable: J

Cost: 800 (50 / energy cell)

Availability: 2,R

Notes: Some models of bolter pistol trade in efficiency for heavier hitting power and greater range.

 

Bolter Carbine

Effect: 9d6 Normal or Stun

Rate of Fire: Semiautomatic

Range: 25/50/100 m (200 in vacuum)

Ammo: 80 (per energy cell)

Concealable: T

Cost: 1000 (100 / energy cell)

Availability: 2,R

Notes: Heavier hitting power and greater range than a pistol, but more easily carried than a rifle.

 

Bolter Carbine, Military

Effect: 9d6 Normal or Stun

Rate of Fire: Autofire 3

Range: 25/50/100 m (200 m in vacuum)

Ammo: 80 (per energy cell)

Concealable: J

Cost: 1250 (100 / energy cell)

Availability: 2,X

Notes: Designed for military use, and capable of firing three-packet bursts.

 

Bolter, Sport

Effect: 8d6 Normal or Stun, Reduced Penetration

Rate of Fire: Semiautomatic

Range: 25/60/120 m (250 m in vacuum)

Ammo: 30 (per energy cell)

Concealable: T

Cost: 600 (30 / energy cell)

Availability: 2,R

Notes: Designed for affordable hobby and amateur target shooting, the sport bolter severely lacks in penetration, making it far less likely to kill a target. Against an armored foe, “sporters” are all but useless.

 

Bolter Rifle

Effect: 10d6 Normal or Stun

Rate of Fire: Semiautomatic

Range: 25/100/200 m (300 m in vacuum)

Ammo: 100 (per energy cell)

Concealable: N

Cost: 1250 (100 / energy cell)

Availability: 2,R

Notes: The bolter rifle brings a heavier punch and far better range.

 

Bolter Rifle, Military/Assault

Effect: 10d6 Normal or Stun

Rate of Fire: Autofire 3

Range: 25/100/200 m (300 m in vacuum)

Ammo: 100 (per energy cell)

Concealable: N

Cost: 1500 (100 / energy cell)

Availability: 2,X

Notes: The military version of the bolter rifle, capable of automatic fire. Civilian possession of such weapons is illegal in most systems.

 

Bolter Squad Support Weapon

Effect: 10d6 Normal or Stun

Rate of Fire: Autofire 5

Range: 25/100/200 m (300 m in vacuum)

Ammo: 100 (per energy cell), or 500 (per powerpack)

Concealable: N

Cost: 2500 (100 / energy cell)

Availability: 2,X

Notes: Capable of faster, sustained automatic fire.

 

Bolter, Triple

Effect: 11d6 Normal or Stun

Rate of Fire: Autofire 10

Range: 25/100/200 m (300 m in vacuum)

Ammo: 500 (per powerpack) or backpack generator

Concealable: N

Cost: 5000

Availability: 3,X

Notes: Triple-bolters are heavy, awkward weapons, and when on the move are typically fired from the hip and aimed using a gunlink, or simply "walked" onto the target. Most people require a full sling/harness, or strength-augmenting armor, to carry a triple-bolter in combat. Some heavy-modification cyborgs or upgrades are able to carry a triple-bolter by hand. The combination of external power, extra cooling, and three barrels firing in rapid succession allows for a blistering rate of fire.

 

Pistol (Caseless), Light

Effect: 2d6 Killing

1d6+1 Killing, Armor Piercing

1d6+1 Killing, +2 STUN multiplier

6d6 Normal

Rate of Fire: Semiautomatic

Range: 10/30/60 m

Ammo: 20 + 1

Concealable: P

Cost: 600 (5 / 100 ammo)

Availability: 2,R

Notes: The firearm of the future. "Caseless" refers to the ammunition, which actually uses a non-metallic case that is consumed when the round is fired. With no case to eject, the weapon can maintain a higher rate of fire, and the action can be closed to the outside elements.

 

Pistol (Caseless), Heavy

Effect: 2.5d6 Killing

1.5d6 Killing, Armor Piercing

1.5d6 Killing, +2 STUN Multiplier

8d6 Normal

Rate of Fire: Semiautomatic

Range: 10/40/80 m

Ammo: 20 + 1

Concealable: J

Cost: 750 (5 / 100 ammo)

Availability: 2,R

Notes: A heavier version, with more hitting power and greater range. The larger frame and heavier ammunition necessary make the weapon less concealable.

 

Pistol (Caseless), Assault

Effect: 2d6+1 Killing

1.5d6 Killing, Armor Piercing

1.5d6 Killing, +2 STUN Multiplier

7d6 Normal

Rate of Fire: Autofire 3

Range: 10/30/60 m

Ammo: 30 + 1

Concealable: J

Cost: 1000 (5 / 100 ammo)

Availability: 2,X

Notes: An assault pistol is capable of firing single shots or three-round bursts. Very illegal in most systems.

 

Rifle (Caseless), Light

Effect: 2.5d6 Killing

1.5d6 Killing, Armor Piercing

1.5d6 Killing, +2 STUN Multiplier

8d6 Normal

Rate of Fire: Semiautomatic

Range: 20/50/150 m

Ammo: 30 + 1

Concealable: N

Cost: 900 (5 / 100 ammo)

Availability: 2,R

Notes: A lightweight civilian firearm for hunting small game or casual target shooting.

 

Rifle (Caseless), Heavy

Effect: 3d6+1 Killing

2d6+1 Killing, Armor Piercing

2d6+1 Killing, +2 STUN Multiplier

10d6 Normal

Rate of Fire: Semiautomatic

Range: 25/75/200 m

Ammo: 20 + 1

Concealable: N

Cost: 1200 (10 / 100 ammo)

Availability: 2,R

Notes: Models of heavy rifle range from civilian hunting arms to military sniper weapons.

 

Rifle (Caseless), Military

Effect: 3d6 Killing

2d6 Killing, Armor Piercing

2d6 Killing, +2 STUN Multiplier

9d6 Normal

Rate of Fire: Autofire 5

Range: 20/50/150 m

Ammo: 30 + 1

Concealable: N

Cost: 1500 (10 / 100 ammo)

Availability: 2,X

Notes: A typical military weapon.

 

Squad Automatic Weapon (Caseless)

Effect: 3d6+1 Killing

2d6+1 Killing, Armor Piercing

2d6+1 Killing, +2 STUN Multiplier

10d6 Normal

Rate of Fire: Autofire 5

Range: 25/75/200 m

Ammo: 100 + 1

Concealable: N

Cost: 2000 (10 / 100 ammo)

Availability: 2,X

Notes: A heavier military weapon with greater ammunition capacity, longer range, and more hitting power. Very illegal in most systems.

 

Needler Pistol

Effect: 1d6 NND (Defense is LS: Poisons, or 3+ rPD), Does BODY (optional), Damage over Time (each Segment for 6 Segments)

Rate of Fire: Semiautomatic

Range: 5/10/15 m

Ammo: 40

Concealable: P

Cost: 600 (10 / 40 ammo)

Availability: 2,X

Notes: Needlers fire crystallized poisons or drugs. The crystal becomes a tight cloud of tiny shards, capable of penetrating clothing, which dissolve almost instantly once embedded under the skin. The effect listed is for the standard ammunition types, but many other effects are possible. A hit from a needler stings, and tiny droplets of blood may appear on the skin, but the crystals do no significant physical damage on their own. The power cell for a needler lasts for several hundred shots.

 

Needler, Assault

Effect: 1d6 NND (Defense is LS: Poisons, or 3+ rPD), Does BODY (optional), Damage over Time (each Segment for 6 Segments)

Rate of Fire: Autofire 5

Range: 5/10/20 m

Ammo: 80

Concealable: T

Cost: 800 (20 / 80 ammo)

Availability: 3,X

Notes: A larger model, capable of spraying down a crowd with tiny poisonous shards at close range. Used by criminals, terrorists, and oppressive governments, but almost useless against prepared opposition.

 

Heater Pistol

Effect: 2d6 Killing Continuous

6d6 Normal Continuous

6d6 Stun Continuous

Rate of Fire: Semiautomatic (special)

Range: 10/20/30 m

Ammo: 40 (per energy cell)

Concealable: J

Cost: 800 (50 / energy cell)

Availability: 2,R

Notes: Thermal induction weapons, or "heaters", fire a sustained beam that causes rapid, intense heating in the target. The lowest setting causes sharp pain (typically requires an EGO roll to do anything other than attempt to get out of the beam), while the highest setting causes severe burns and ignites flammable materials -- such as non-resistant clothing.

 

Heater Carbine

Effect: 2.5d6 Killing Continuous

8d6 Normal Continuous

8d6 Stun Continuous

Rate of Fire: Semiautomatic (special)

Range: 10/25/50 m

Ammo: 40 (per energy cell)

Concealable: T

Cost: 1200 (50 / energy cell)

Availability: 2,X

Notes: A larger, more powerful "heater", easily capable of causing lethal burns in a matter of a second or two.

 

Heater Rifle

Effect: 3d6 Killing Continuous

9d6 Normal Continuous

9d6 Stun Continuous

Rate of Fire: Semiautomatic (special)

Range: 15/30/90 m

Ammo: 40 (per energy cell)

Concealable: N

Cost: 1600 (50 / energy cell)

Availability: 2,X

Notes: Other than the relatively short range, "heater" rifles make for effectively military weapons.

 

Gauss Pistol

Effect: 2d6 Killing, Armor Piercing

Rate of Fire: Semiautomatic

Range: 20/50/100 m

Ammo: 20+1 (66 per energy cell)

Concealable: T

Cost: 800 (50 / energy cell, 5 / 100 ammo)

Availability: 3,R

Notes: Gauss weapons use a superconducting magnet coiled around the inner barrel to hurl a super-dense slug at the target. Damage is caused purely by kinetic energy. Most gauss pistols mount the energy cell in the grip, and the ammunition magazine in front of the trigger assembly. Because of the need for both, most gauss weapons are not as concealable as their bolter counterparts. While they have no visible muzzle flash, there is a very distinctive and audible “crack” when a gauss weapon is fired, due to the hypersonic velocity of the rounds.

 

Gauss Micro-pistol

Effect: 2d6 Killing, Armor Piercing

Rate of Fire: Semiautomatic

Range: 15/30/60 m

Ammo: 15+1 (32 per energy cell)

Concealable: J

Cost: 600 (30 / energy cell, 5 / 100 ammo)

Availability: 3,R

Notes: Gauss micro-pistols are intended for covert use and concealed carrying. With shorter barrels and smaller energy cells, they present a much less obvious profile when holstered.

 

Gauss Carbine

Effect: 2d6+1 Killing, Armor Piercing

Rate of Fire: Autofire 3

Range: 20/60/200 m

Ammo: 45+1 (138 per energy cell)

Concealable: T

Cost: 1600 (70 / energy cell, 5 / 100 ammo)

Availability: 3,R

Notes: Gauss carbines are larger, fully automatic weapons, useful for paramilitary and special unit deployment. They typically have close-range targeting gear, and a folding or collapsible stock.

 

Gauss Rifle

Effect: 3d6 Killing, Armor Piercing

Rate of Fire: Autofire 3

Range: 25/100/400 m

Ammo: 45+1 (138 per energy cell)

Concealable: N

Cost: 4,500 (100 / energy cell, 10 / 100 ammo)

Availability: 3,X

Notes: Gauss rifles possess long range, a high rate of fire, and lethal hitting power – enough to make up for their lower ammunition capacity relative to bolter rifles.

 

Gauss “Buster”

Effect: 6d6 Killing, Penetrating, CMWF

Rate: Semiautomatic

Range: 50/500/2000 m

Ammo: 10+1 (33 per energy cell, or from generator)

Concealable: N

Cost: 12,000 (500 / energy cell, 10 / 10 ammo)

Availability: 3,X

Notes: Short for “tank buster,” Buster is the common nickname of the Gauss Infantry Cannon. Busters are considered by many to be the ultimate man-portable anti-tank weapons. They are usually equipped with an enhanced wide-spectrum smart-scope, which negates range penalties for vision to just over two kilometers.

 

Sliver Pistol

Effect: 2d6 Killing Penetrating

6d6 Normal 1-hex AoE

4d6 NND (LS: Poison or rPD 4)

Rate of Fire: Autofire 3

Range: 15/30/60 m

Ammo: 64 (128 per gas cartridge)

Concealable: J

Cost: 1600

Availability: 3,X

Notes: Sliver pistols use compressed gas to propel the relatively diminutive sliver rounds. Because the only power required is for the trigger system and accessories, the power cells are actually of the same type typically used in wrist chronographs and similar gear, making the weapons indistinguishable from mundane items, as far as weapons scanners are concerned. Additionally, they are far quieter than bolters or firearms, and should be considered suppressed (sight and hearing) for purposes of noticeability when they are fired. The most common sliver round for pistols is 2.5mm x 15mm.

 

Sliver Rifle

Effect: 2.5d6 Killing, Penetrating

8d6 Normal 1-hex AoE,

5d6 NND (LS: Poison or rPD 5)

Rate of Fire: Autofire 3

Range: 25 / 100 / 400 m

Ammo: 192 (384 per gas cartridge)

Concealable: N

Cost: 3,000

Availability: 3,X

Notes: Similar to sliver pistols, these rifles use a larger 3mm x 20mm round, and larger gas cartridges. They are usually equipped with advanced targeting gear, such as computerized multi-spectrum scopes, to take advantage of their long range and stealthy characteristics. In the hands of a skilled marksman, a sliver rifle can be a devastating weapon.

 

Sound Pistol

Effect: 7d6 Normal, AoE (1 hex)

5d6 Normal, AoE (14 hex line), No Range

Range: 20/40/60 m (or none)

Ammo: 40 (per energy cell)

Concealable: J

Cost: 900

Availability: 3,RT

Notes: Sonic weapons use modulated ultrasonic beams to cause intense vibration in a target, resulting in intense discomfort, or even injury, depending on the power level. Due to the nature of the weapon, treat either setting as Armor Piercing against rigid armor with no padding.

 

Sound Rifle

Effect: 8d6 Normal, AoE (1 hex)

6d6 Normal, AoE (14 hex line), No Range

Range: 20/50/10 m (or none)

Ammo: 80

Concealable: T

Cost: 1400

Availability: 3,XT

Notes: Sonic weapons use modulated ultrasonic beams to cause intense vibration in a target, resulting in intense discomfort, or even injury, depending on the power level. Due to the nature of the weapon, treat either setting as Armor Piercing against rigid armor with no padding.

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Re: Star HERO with... not magic, really, but...

 

My hope for the general direction of the game is that by the time the PCs realize that they've been played, they'll be in too deep to get out. I never know,though, my biggest issue seems to be herding players in the general direction of where the story arc needs them to go. I can be flexible, but when the story goes towards A, I can handle B through F... but they're headed towards Z...

 

Worry One: getting the paranoid character to feel less threatened and/or more enticed by going with the PI character than he is by other choices. It's already clear that he doesn't trust anyone. He's also technically savvy and prone to checking for bugs and other "paranoia", which makes the initial plot of tracking his ship rather harder. We'll have to see if he checks his own ship for tracking devices before they depart the world he's on now.

 

Worry Two: keeping them on track once they realize they've been lied to to some degree. I hope to keep the lies a secret as long as possible, doleing out the truth one morsel at a time, so that they never get angry enough to say "Screw it, let's go to Bangkok!" ("What happens on Bangkok stays on Bangkok!")

 

Worry Three: Linking them up with the "eccentric starship mechanic" NPC, who is the link at least one story arc down the road, and is my favorite NPC so far. She has a lot of backstory and secrets of her own, and makes for a good way to slide another aspect of the setting material into the game. Neither of the PCs is trusting, and the paranoid prodigy made a last-minute change

to his character that makes one aspect of the NPC slightly redundant.

 

Worry Four: what do they do if/when they recover "Anna".

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Re: Star HERO with... not magic, really, but...

 

Haven't read it, I'll look it up.

 

 

But yeah, ugh. If the only thing needed is the central nervous system, then you have an especially nasty version of the "brain in a jar".

 

"We control your sensory inputs, biothing. Pain, pleasure, deprivation, it matters little to us. Perform well in your function, and you will have much reward. Fail, and agony shall be your world. Ponder this while the shiftcoils charge."

 

They could also be good guys offering essentially "the Ship who sang" concept to those who would qualify all sorts of good things like remote mobile forms (say, 'Androids' with total feedfack possibilities), ships, or even life/body changing surgery for indentured servitude.

 

Perhaps offering their (monopolized?) services to those who would otherwise be a physical/care burden burden but would have much potential.

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Re: Star HERO with... not magic, really, but...

 

They could also be good guys offering essentially "the Ship who sang" concept to those who would qualify all sorts of good things like remote mobile forms (say, 'Androids' with total feedfack possibilities), ships, or even life/body changing surgery for indentured servitude.

 

Perhaps offering their (monopolized?) services to those who would otherwise be a physical/care burden burden but would have much potential.

 

Interesting option for one of the "nicer" factions, if they go to more remote worlds where medical science hasn't caught up to the state-of-the-art.

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Re: Star HERO with... not magic, really, but...

 

I still don't have the two PCs together yet, after two sessions. The paranoid prodigy headed off to a system far off in the wrong direction before the run-in I had planned for the PCs could happen, after getting spooked by the incident that was supposed to motivate him to team up with the PI.

 

At least at the end of the night they were in the same area, a system known as Cold Harbor (that's actually the name of the station, orbitting above the ice/rock moon of a gas giant, but no one bothers to call the planet or the star by the catalog name).

 

After running off to the decadent resort world of Bangkok, the paranoid spent some time reading through the news archives looking for the next publicly-known "superstar pilot", which turned out to be a young woman from the Laconian Hegomony, making her name as a state-sponsored pilot on the FTL racing circuit. The player immediately asked "Where and when is her next race?" DING! Oh, in a place called the Vorin Expanse, the best place to go would be Cold Harbor, if you can get someone to hack a racing card for you.

 

Meanwhile, the PI started following leads on the "kidnap" he was supposed to be tracking down, and it lead him to... Cold Harbor. Heh.

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Re: Star HERO with... not magic, really, but...

 

Human Multiworld Governments/Cultures

 

Ideas, Roughs, Brainstorming, etc...

 

The Federated Worlds

 

Think Earth during much of Niven's Known Space future history, or some of the more oppressive interpretations of Star Trek's Federation, or something a bit like United World from Escape from Terra. Weapons and knowledge of combat skills are tightly regulated. "What it means to be human" is a huge concern, and cybernetic, genetic, and biological enhancement are heavily restricted and regulated. While technically a democracy, things are done to people "for their own good" and untreated "mental illness" is regarded as a crime.

 

The Laconian Hegemony

 

Loosely inspired by a mashup of classical and helenic Greek ideology. Inviduals are seen as subunits of the society/state, but individual excellence is encouraged and lauded, as it advances the condition of the whole. The legal system is more concerned with order and progress than with individual justice. The Hegemony is viewed as miltaristic, nationalist, and oppressive by most outsiders. Most people choose mates consciously based on perceived genetic fitness, looking for health, fitness, intelligence, innate talents, etc; recreational, romantic, and reproductive sex are viewed as more distinct and seperate than in other cultures.

 

The ?????? Coalition

 

Don't have a full name yet, but the idea is a confederation of worlds, in which defense, foreign affairs, external trade policy, etc, are handled by the multiworld government, but home rule for worls or systems is largely internal. Brought together by concerns for mutual defense and maintenance of independence, given the miltarism of the Laconians and the "for your own good"/"unity of mankind" expansionism of the Federated Worlds. More open and cosmopolitan than the other two mentioned so far.

 

 

 

More to come. Any thoughts or suggestions so far?

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Re: Star HERO with... not magic, really, but...

 

The only thought I had was kind of a party-pooper, which is that dystopic settings should steer clear of making club-your-players-over-the-head statements. As compelling a picture of them as you might have in your head, do you want to have political discussions (or, vid your Laconians, discussions of dating philosphy) with your players?

Which is a real YMMV kind of caution, because that might well work perfectly with your group.

For bad guys who might work, what about old standbys like space communists, or limited access to immortality drugs, or armies of vat-bred genetic slaves swamping the frontier?

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Re: Star HERO with... not magic, really, but...

 

The only thought I had was kind of a party-pooper, which is that dystopic settings should steer clear of making club-your-players-over-the-head statements. As compelling a picture of them as you might have in your head, do you want to have political discussions (or, vid your Laconians, discussions of dating philosphy) with your players?

Which is a real YMMV kind of caution, because that might well work perfectly with your group.

For bad guys who might work, what about old standbys like space communists, or limited access to immortality drugs, or armies of vat-bred genetic slaves swamping the frontier?

 

It's a mature group, and I don't plan to do any anvil-dropping. I'm not trying to present any outright dystopias, either, those are just the three easiest examples to present in short form so far.

 

One of the players is actually from a vaguely Stalinist world, a very minor power with three neighboring systems officially refered to as "protectorates".

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Re: Star HERO with... not magic, really, but...

 

If you haven't already done so, maybe check out the site for the 'Eclipse Phase' rpg.

 

http://www.eclipsephase.com

 

As well as the game background itself, there is a healthy-sized 'Resources' section with links and documents regarding Transhumanism and related matters (incuding politics and economics).

 

Inspiration is a possibility.

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Re: Star HERO with... not magic, really, but...

 

If you haven't already done so, maybe check out the site for the 'Eclipse Phase' rpg.

 

http://www.eclipsephase.com

 

As well as the game background itself, there is a healthy-sized 'Resources' section with links and documents regarding Transhumanism and related matters (incuding politics and economics).

 

Inspiration is a possibility.

 

I'll definately look into it. There's are multiple "transhumanist" movements in the game setting.

 

(Despite the timelines that real-life transhumanists like to give, they'd still be waiting around several hundred years in the future, in my setting.)

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