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Topics - Mlamlah

Pages: [1] 2 3
1
Once, you were mighty. A dark lord, a figure of awe and terror, rallying together forces awed by your power and cunning. You struck down heroes of old, forced dark chieftains to submit to your authority, and crushed armies. It was not to be so forever though, and eventually the tide turned against you, the forces of light seizing upon some weakness to depose you from your throne.
You knew however, that this was not only a possibility, but functionally inevitable. So you prepared, plotting and toiling to lay the groundwork for your return.

This, you remember. But details are still fuzzy, and it takes effort to draw those details into focus. You consider first, that which you ruled over. The heart of your dark domain, within which will certainly be the focus of your return.
Where was your seat of power?

Spoiler (click to show/hide)

As your consciousness slowly awakens, you consider your life. The kind of person you were, the kind of villain. Whatever has changed, there is one central truth about you, which shapes your past, and will remain a driving force of your future.
What Sin Are You Known For?
Spoiler (click to show/hide)

With memories of your life returning, with it comes the bitter pill of that which delivered you unto death. The memory leaves a sour taste, but it is vital that you take from that memory a lesson. Never must you repeat the sins of the past.
Though many factors likely contributed, what was the tipping point which ultimately led to your defeat?
Spoiler (click to show/hide)

Finally, with at least the shape of your past forming, you must consider your present.
What is the manner in which you find yourself returned?
Spoiler (click to show/hide)

GM NOTE
Spoiler (click to show/hide)

2
Forum Games and Roleplaying / Deposed: Of Tutors and Princes (SG)
« on: April 02, 2019, 05:33:40 pm »
The Kingdom has fallen.

A kingmaker in the political struggles of more powerful world powers, the Kingdom has long been sandwiched between the interests of those same powers. For centuries, it has managed to maintain its own sovereignty despite occasional world-shaking conflicts it stood in the center of.
This is no longer. The royal family has been deposed, it's holdings plundered, and treaties now divide its territories between the world powers, and whatever lords who were willing to vassalize themselves early in the conflict. Most who who might lay claim to the venerable throne now conquered lie dead in a cull intended to consolidate the seized power. Most.

There is at least one heir. A child of the deposed monarch, and that child is your charge. You are their tutor, a family member disinherited from succession for your inability to conceive, and now it is your responsibility to ensure that child might have a chance to reclaim their own inheritance.

To what lineage do you and this child belong to?


Stage one of Character and World Building.
Spoiler (click to show/hide)

3
Forum Games and Roleplaying / Fading Empire (SG)
« on: November 07, 2017, 12:41:17 am »

Our History, as Presented by the Holy Creed
Spoiler (click to show/hide)

You are a member of a minor house of Nobles, in a far flung Feudal Future where humanity has conquered their own corner of the galaxy. More has been forgotten about human history than is remembered of it however, and the understanding of many of those technologies that allowed humans to reach their current level of prominence has been lost, sometimes due to intentional effort to forget those technologies. The result is a civilisation that is very different than many would have hoped, a fractured humanity which struggles mostly with itself, wildly varying across the whole of its domain of influence.
Your own family has very little influence, controlling only a single world, but you have shown a level of competence and education which has endeared you to a higher power in the Empire, something which provides you opportunity to advance, and by proxy, increase the influence of your relatively powerless House.

What is your name? Your gender? The name of your house? And perhaps more importantly, how have you distinguished yourself?
Spoiler (click to show/hide)

This is going to be a political intrigue game in a setting heavily inspired by the like of Fading Suns and Dune.

4
DF Modding / Legends Mode discussion.
« on: September 12, 2017, 01:51:57 pm »
So i have a pet project going, where i'm generating worlds in DF to be used as the setting of a fictional world. For a while i was struggling at taking notes from the vanilla legends mode, but then i remembered mods exist and downloaded a couple in order to help. To be honest, i was kind of blown away by the level of information recorded in game. I didn't think i'd ever have access to the EXACT number of pond turtles that exist in a world at any given time, but now i do, and ready access to that information has been enormously helpful in ideas for world building already.
Currently i'm using Legends Viewer, and have poked around a bit with World Viewer, but i wanted to ask for input. If you're the kind of person that likes poking around DF worlds looking for story fodder, how do you generally go about it? Are there mods that you prefer? What kind of information do you look for, and how? I'm not only interested in advice, but also just curious about what people might have to say on the topic.
For the record, having access to expandable family trees and interactable maps has been, just a great experience after years of trying to piece together the details of a world's history in legends mode. Have you had a similar experience you might like to share?

5
Forum Games and Roleplaying / Forgotten: Seeking Feedback!
« on: September 11, 2017, 08:12:18 pm »
Most have forgotten.

In a time before time you and your kin were mighty, walking a world where you had no rivals in either power or intellect. It was a peaceful existence free of strife or struggle, as the beasts that lived and died short lives were inferior to you in any way. Some found such a simple existence utterly abhorrent, and so the first sin was plotted and carried out.
The most depraved and brutal of your kin planned an experiment. The common beasts and plants of the world often slew and consumed eachother for survival, and occasionally out of malice or competition. These plotters, known now by the name of Demon, slew some of their own kin to prove it was possible. Outrage and fear rippled out from the first acts of evil, so these Demons where overwhelmed and sealed away under metal and stonework possible only through the cooperation of many of the most powerful beings in existence.
Once the grim task of sealing away the eternal evil had been completed, a small miracle had been discovered. The corpses of those who had been slain decayed into the land, the same as any body might. Except that the very land absorbed the purity of essence that the Kin had once possessed, forming lands of holy wonder. Even the very souls of the dead retained some bare amount of consciousness, and it is from this consciousness that the Elves first sprung. They worshipped the dead, calling them the "Forces", and taking upon themselves the solemn duty of guarding the land which had helped give them life. They were crude beings, but they were undeniably sentient, capable of the same feats of learning and discovery that had been the sole purview of the Kin before now.

This sparked an intense debate. Many of the kin desired to create new sentients, now that the possibility had been discovered. Others regarded these "pitiful" beings as a perversion of divine essence, or even a threat. The Kin did not wait until any kind of agreement before launching into action. Some of the Kin formed groups so that they could work together on the creation of new beings, as it was quickly discovered that a single one of them would not be successful without sacrificing themselves to the task. These Kin, which came to be known as Gods, wanted to guide their children in a way which the Forces were yet unable to. Some of the Kin however, devoted their energy to creating mighty bodies for themselves, or creating engines of destruction to release upon whatever beings the Gods created, these Kin became known as the Titans. It was only a matter of time until the Titans and the Gods came to blows.

When the war came, the Gods were hopelessly outmatched. Most of their power had gone into the creation of beings who had not yet had the opportunity to truly come into their own, while the Titans were mighty indeed, and backed by soulless warriors of metal. The Gods, armed only with knowledge and their fledgling creations, were bloodied horribly, and some were even killed, leaving their children without the teachers they would need. These dead gods were carried away however, for the Titans did not wish to repeat the events which had led to the creation of the elves. So was committed the second set of sins, and it was this that inspired a new idea in the nearly beaten Gods. They went to their kin in the depths of the underworld and forged pacts. Demon Lords would be permitted to return to the world in exchange for alliance against the titans. These pacts were readily accepted. Once the war had been won, those Demons who had been freed would be allowed similar holdings as the Gods, though in exchange the Gods would hold their leash.
From Fortresses erected out of the underworld, the demons forged armies out of those mortal souls who had fallen to the cruelty of the Titans, creating the goblins which would serve as their foot-soldiers forevermore. It was with the goblin armies that the tide was turned against the Titans, who were overwhelmed by the sheer numbers of their mortal enemies. Of those who survived, most retreated into the darkest depths of the world, to be forgotten. Those who remained on the surface did so in sheer defiance, though they had already lost.

The war took a heavy toll on the gods however. The creation of the mortals and the pacts with their dark kin left them with too little power to safeguard their victories, so they retreated to watch and guide beyond the reach of those who might slay them in their weakness. The world was left a chaotic battlefield, with the mortal survivors forced to cobble together their civilisations themselves, with only that which the Gods had taught them to arm themselves. Some races were left without even that, unfinished creations of deities whose names would never be recorded. Finally, those Gods who had been slain by the Titans left their mark too, despite the best efforts of those who slew them. They were left in the world as a dark echo of hatred, lashing out mindlessly and without thought, creating monsters formed of fear and malice. And now you know why you fear the night.

You are one of those vestiges of divine might which were broken and forgotten, left as a mindless spirit for hundreds of years. However, something has happened which has stirred your mind into consciousness, though as an untethered spirit with only a fraction of your former might.  In a time before time, what were you called?

Choose History.
Spoiler (click to show/hide)

What has awakened you?
Spoiler (click to show/hide)

A note for readers!
Spoiler (click to show/hide)

6
Forum Games and Roleplaying / The Institute
« on: December 24, 2016, 05:32:54 pm »
The United Institute of Technology and Development was founded under the principle of developing the technology for more effective space travel and colonisation. It represented the collaboration of Humanity's most prestigious minds and its most powerful governments, and it was to be the hope of a humanity wracked with conflict and alienation from its very self.
At the time, the colonies of humanity were so far removed from one another that there was little resemblance in culture or identity from one world to another. It took years for communication to circulate between solar systems, and that was only if the infrastructure was developed for that kind of long range communication. When actual contact occurred, it was as likely for violence to break out as it was for cooperation, with each colony growing only more alien and isolated from one another. The Institute seemed by many to be the last chance to prevent a new age of interstellar war from erupting.

The Institute succeeded, and gloriously so. The pooled resources and minds of a half-dozen worlds led to a breakthrough in technology that rivalled all others. The Institute discovered a power source with almost limitless potential, derived from instabilities in space itself. A form of radiation given off by this "fraying" at the corners of reality, at least as it is usually understood. This energy came to be known as Omega, because such was it's power, that many believed it represented the very last step towards a humanity that could explore and obtain anything it wanted.
After years of further development, the Institute itself became not only the developer, but the primary distributor of Omega energy. They provided reactors capable of meeting the energy needs of entire planets, and ship drives capable of transcending the previous boundaries of space travel by orders of magnitude. Suddenly, they made an isolated and limping humanity into a force to truly be reckoned with, the Institute to remain the curators of the technology that made that possible. High from their victory, the Institute used this new leverage to perch itself as a force to rival any government, and yet a necessary ally to every single one. After a century, not only had humanity recovered from the brink of self-annihilation, but the Institute had perched itself as a Mega-Corporation the likes of which had never before been seen. They maintained their own private army, sovereign territory, and the cooperation of any government that had a mind of competing with its rivals, even those who themselves saw the Institute as despicable.

It wasn't immediately clear that something was going horribly wrong. Omega energy was derived from instabilities in the very fabric of reality, and utilising those instabilities tore them just a little bit further at a time. When the problems began, they were small. The most powerful reactors began to require significant maintenance, and any technology around them similarly became far more liable to wear. Working at such facilities also began to take a psychological toll on the Institute employees, who began to grow more and more superstitious regarding the hulking Reactors that they cared for. These however, were seen as a small price to pay, and the Institute and the governments which depended on them both began to compensate accordingly.
But things continued to get worse.
The most heavily taxed instabilities began to form into rifts in the very fabric of reality, which required the development of far more intensive containment. More than that however, creatures began to worm their way through, at first un-noticed. Some were ethereal, barely corporeal creatures that evaded detection, and had abilities which in some cases defied all understood models of physics. They were not the only creatures to break through however. Some were monstrously alien, hateful creatures, which the Institute kept a secret for as long as possible. They contained and studied the otherworldly abominations of both sorts, and strengthened the security of reactors many times over. But it was not enough. Eventually, not just individual creatures, but entire armies began to break through, wreaking havoc in brutal unprovoked attacks that in a few instances even grew far enough out of control that they swallowed entire worlds.

The Institute however, does not intend to allow these creatures, or even the loss of untold billions to get in their way. They will crush this challenge as they have any other, or so they intend. It may even be that they can turn not only Omega energy, but the world beyond, to their whim. Time will tell.

7
You live in the city of Haven, a town known for doing everything but living up to it's name. Crime and corruption are some of the most influential forces in Haven, from the dozens of petty street gangs, to the illegal private armies of various corporations, to the increasingly militarized police force trying desperately to keep everything in check, while grappling with it's own corruption. This on it's own might make Haven a tense and dangerous place to live, but it's far from the last of it. For whatever reason, Haven has become the unofficial capital for metahumans to flock to, whether in the name of making a name for themselves, making some money, or to putting on capes and punching eachother to deal with their own pathos. This has only exacerbated every other problem the city has to deal with, leading to an already heavily armed and corrupt police force further arming themself in preparation for dealing with metahumans, further empowered criminal organizations, and the necessity of exceedingly high taxes to pay for the constant property damage that the city incurs from the presence of violent metahumans. All in all, these issues have led to further poverty, destruction and loss of life, which themselves have contributed to those problems. An inescapable cycle.

You've been a cog in that machine for a while, just another person trying to get by and live within the rules, but it's become clear to you that in this city those rules are broken. So you've decided to join the legions in this city who try to force the city to live by their own set of rules, to bend to their whim. You've decided to become a Kingpin.

Choose Name, gender, and backstory. Each backstory comes with it's own skills, starting grudges and hooks for building up your power.
Spoiler (click to show/hide)

8
You were born the sixthborn child, your father a rich and influential baron of a minor house, your mother a member of an ancient and proud house that has long been waning in strength. Your five elder siblings have each been greatly successful in building the strength and reputation of your family. Your eldest sibling Varill has already proven himself a capable administrator and worthy successor to his fathers holdings, being diligent and fair-minded. Your sister Helia is a noted thinker and philospher, in her prime and married to an equally brilliant engineer and architect. Faria secured a marriage alliance with a formerly rival family, with skilled diplomacy singlehandedly ending the feud and forging a strong friendship between Houses. Bast was knighted several years ago, and is quickly proving himself to be one of the more skilled commanders of the realm. Sellick finally, is a skilled politician by any reckoning, securing himself his own fiefdom through careful manoeuvring, and recently having been named as one of the king's own advisers. 

That leaves you, twenty years old, and the truth is that you've never measured up to the accomplishments of your elder siblings. You have little hope of inheritance, and your parents have had little luck in finding you a good match. Your fate is worse than mere mediocrity however, as you've become quite the public embarrassment, and your father has come to resent you as a drain on the family's reputation and resources.

As such, after negotiations with the crown he's seen fit to "Reward" you with a position in service to the crown. You're to be named governor of a particularly desolate stretch of the borderlands, with the dubious responsibility of administering over a land torn by war, poverty and disease, which is truthfully mostly wilderness and land that the crown rules only in name. If that wasn't bad enough, this particular stretch of the borderlands has a reputation for being a haven for fugitives hoping to start a new life or avoid the law,and with many nobles more or less unofficially banishing undesirable subjects to the settlements there. If you're being honest, you suppose you're more or less being unofficially banished too. 

What is your name and gender?

Exactly what sort of embarrassment are you? (Determines starting stats and reputation, also gives you a single companion relevant to that backstory.)
Spoiler (click to show/hide)

What is the name of the territory you are being appointed to govern?

9


The first thing to understanding the way things really are is to understand that everything is tangible, even the intangible. Ideas arn't just something that sit in your head, they are real, and they have power. There are things out there that want what's right there in the mind. Some arn't so bad, Gods want your worship but take care of you in turn. Fey will try to give you joy so that they may feed off of it. Spirits will gaurd you if only you keep them around by acknowledging them. However, some of the things out there arn't so fair minded. They'll make a deal with you, and at first it will seem you're getting something out of the bargain, but then they'll ruin you and feed on your suffering. These are the creatures we should really fear, and hope that they will be content with out fear.
-Excerpt from "On the Multiverse: Recollections of a traveller."

You are a demon of the first hell, the crossroad from the inferno that reaches into the rest of the cosmos, and the first stop of those poor doomed souls who are dragged into it's depths. You're a vassal to the lord of an infernal fiefdom, with properties and demonic servants of your own, something not one in a million demons can claim. However your ambition for power reached too far too quickly, and now your lord has called for your execution, his right as your sovereign. Fortunately, even as you enacted your treacheries you knew better than to be caught off guard by failure and you have prepared one last gambit to ensure your own survival.

You are -or were- a pact-demon of the highest rank, only a step away from negotiations to be turned into a demon of greater power and influence. You have the power to make magically binding deals with mortals, and the debt from those deals in itself is a form of power that you carry within yourself. You can transfer it and use it as currency, or use it to alter the very nature of things, not least of all the indebted. You had amassed a great collection of this power, more so than one of your stature had any right to collect, and you have used every ounce of your hoard in trade, bribes and persuasions, all to the end of keeping you from utter annihilation. You managed to secure a trial with the judicial system of hell, rather than one presided over by the very lord who would destroy you, and were found guilty.
Your guilt was never in question, but your punishment was an outcome that could be altered.Through your own careful manipulations you've narrowly avoided being sentenced to death or slavery, and were instead granted a rather unconventional punishment. Your status as a citizen of hell is to be revoked, with all of the privileges and legal rights that comes with that taken from you.

You are still a demon, but your memory, power and properties will be forfeit.Demons are pliant in a way few creatures are, the very things that make their being are themselves a form of currency and property, to be either bequeathed or revoked at any time. You are to be sent to a mortal plane without recollection of the politics of Hell, without any of the power you have ever gained, little more than a husk of soul-stuff. You don't plan on allowing this to be the final word however. Though it defies infernal law you expend all of the debt you have collected to arrange for some of your memories to be protected, for some small tokens to be reclaimed for you, and for a little power to be provided to you once you touch down in the mortal realm.
It is time for the final arrangements to be made, your debt to be spent.


10
Oof. Well that one fuckin HURT. Fortunatly though, you always have just the right thing ready when someone else has the upper ha-

Or, wait. It would seem that you no longer have hands to reach that particular macguffin. This isn't good, your senses got all jumbled up by that last blast of energy, and you're going to have to respond quickly if you don't want to get wiped the fuck OUT. That's what you get for tangling with those upper echelon heavenly pricks you suppose.

You would open your eyes, but it seems you no longer have any of those anymore either. Oh wait, scratch that, you have about six-hundred of them. Apparently. How did that happen exactly?

11
Forum Games and Roleplaying / Seeker of Spellcraft (SG)
« on: March 13, 2015, 12:22:24 am »
You grew up in a small town named Ask-Heart, independant of any national structure, beholden to no lord or profession. Your home was hidden away, in a secure temperate river valley, away from the dangers of war and lacking anything that the greedy or the power-hungry might desire. With only a few hundred members of the community, it's entirely possible that it's a place unheard of by the world outside. In this place your life so far has been quiet and safe, but for you this place can no longer be home, for it does not contain that which you might seek.

For the whole of your life you have been consumed by ambition, even since childhood you've borne an inner curiousity and desire to learn and discover new things. From each of your parents you learned all that they had to teach you, and when you exhausted all their expertise you sated your hunger for knowledge by helping and learning from the other people of Ask-Heart. Soon however, you realized that these rural people had little to teach you, and far more interested were you in tales of the outside world. You learned the words of every song known in town, you became proficient enough in tale-lore that you mastered quickly learning stories, and learning each tale enough by heart that you could tell the old tales with more proficiency and detail than any one person in town. For over seventeen years you lived nursing your ambitions, never content to settle on any of the professions available to you.

One day, a horsed wanderer came into town, a rare event in a town like Ask-Heart. She paid the local carpenter for room and board, and she stayed in the sleepy little town for over a week. Sometimes she would wander the gentle wilderness around town, and sometimes she would simply sit and talk with the townsfolk for hours at a time. You claimed as much of her time as she was willing to give you, listening and making note of everything she said, whether she offered news of the rise and fall of kingdoms, or simply offered compliments of a meal brought to her. Her name was Aednat, and her eyes regarded you with quiet interest. She indulged many of your questions, and offered some of her own, sometimes asking about the lands around, and sometimes asking about you, what you desired from life, and wether you held any higher ambitions. She herself seemed a woman of purpose and quiet power, and you couldn't help but feel a little in awe of her.

She left after tarrying for that week, but not before leaving you a tiny leatherbound notebook. You did not have the opportunity to ask her about it, but it contained barely twenty pages, the first of which bore a queer message. Read by Candlelight.
When you did just so that very night, you discovered something that boggled your mind. Written on the pages, in a red ink only visible by the light of your candle were instructions for the casting of spells, and on the final page, a set of directions to a far off place.

...

GM NOTE:
Spoiler (click to show/hide)

12
DF Suggestions / Arsenical Bronze and other alloys.
« on: August 05, 2014, 10:47:25 pm »
I'd like the possibility of forming a greater array of metal alloys, Arsenical Bronze being an example i find particularly compelling.
The actual incorporation of Arsenic and other elements may themselves be more complicated however, and i understand that.

13
Forum Games and Roleplaying / When Gods Play(SG)
« on: August 04, 2014, 11:54:10 am »


Philosophers have said that the common man are used as little more than pawns by the Lords and Kings of men in the conflicts that rage across the world. Few have guessed that those Kings too are the pawns of yet greater forces in the cosmos.

Gods, demons and titans alike are no strangers to the concept of war, and the battles they've fought have at times wiped creation of nearly all that is. Most such creatures tire of reforming the cosmos into a comfortable balance of order and chaos again and again, so they've struck an accord. Instead of obliterating entire worlds in petty feuds and fits of boredom, the powers now use mortals as game-pieces to decide the outcomes of greater conflicts and battle for divine resources. The Great Game, as it has so been dubbed is deeply successful in resolving conflicts and entertaining the fickle Immortal creatures that rule creation, and so has become what seems to be a permanant fixture of the laws of the universe.

You are a new player in the great game, barely even a figure of the complex politics of divinity. You are no stranger to risk and reward however, and see the potential in using the game to further your own ends, to gain resources and power. You are just barely eligible to even compete however, and losing a Great Game always has consequences...

Character

You must choose a name and basic background. You may also vote on gender, species, history and physical attributes as desired.

A few example backgrounds are as follows.
-Demigod: The progeny of some union between divine and mortal, though true godhood is still out of your grasp you bear some of the grace and power of your divine parent.
-Ascended Pawn: You've already been part of many Great Games, though never before as player. Rather you've been a highly sought after pawn in the machinations of higher beings. Being chosen as a pawn grants a mortal just a little bit more agency, a little bit more importance and power in the cosmos. If a pawn plays in enough games then maybe, just maybe they might become a player...
-Demon Lord: Through manipulation, judicious use of force and the acquisition of mortal souls you have risen high enough in the ranks of Hell to be granted a seat at the players table.
-Eldritch Horror from Beyond: You are a creature that defies the classification of mortal ken, and even the gods of mortals find themselves uneasy with the existence of you and your ilk. The Great Game is considered unimportant to most of your kind, and you are playing mostly as a representative. A token acknowledgement of those even greater and more unfathomable than yourself.


Basic Rules
Spoiler (click to show/hide)

Pawns
Spoiler (click to show/hide)

Organizations
Spoiler (click to show/hide)

Boons
Spoiler (click to show/hide)

Challenges
Spoiler (click to show/hide)







Note for the Future
Spoiler (click to show/hide)

14
Forum Games and Roleplaying / Exodus: Escape to the Stars (SG)
« on: June 06, 2014, 04:32:13 pm »
Humans had just began to explore and settle the reaches of space. They terraformed planets, assembled fleets, built great hulking cities in deep space and yet they remained as they always had. Governments rose and fell on the homeworld and colonies elsewhere, human factions went to war against eachother, and even against the races of other galactic civilisations which had found purchase in the stars. Humans developed a reputation as very fickle creatures, and it was not entirely undeserved. As the march of time moved inexorably forward, humanity lost track of itself. Not every human colony even remembered the existence of the homeworld, so far from it in time and space their people had travelled, some of these societies effectively disappeared from history.

One day though, ships began to appear in human space, ships that neither the human civilisations or their neighbors knew anything about. These ships came to be called the Pantheon. They hung dead, drifting in space, and of course human scientists soon became curious enough that they decided to crack one open and enter it. The attempt to breach the hull of one of these ships caused it to flare to life and quickly destroy the scientific vessels come to study it. From there it destroyed the entire human population of a nearby planet with an armament far superior to anything  any human had ever seen before. It took the united forces of nearly all human governments to assemble a fleet up to the task of eliminating this threat.
The ship was neutralized, and immediately cannibalized for it's technology, though most of what was found there has remained a secret from you. Almost immediatly after the human victory however, every Pantheon ship humans had under surveillance activated, and continued where the first had left off. The crippled human fleets had no chance to defeat this foe, the only option was running.
Thankfully the secrets of Pantheon technology gave humanity a hope of accomplishing this. The ship that had been taken apart ran on a Reactor that human scientists didn't even understand, for it seemed to run on a power source that humans could neither detect or measure, but they could duplicate the Pantheon Reactor on a smaller scale all the same.

You are the head of a private corporation that helped to fund the war effort and the research of Pantheon technology. With the backing of grossly wealthy investors you commissioned a small fleet of ships powered in part by these reactors, and you've taken one of these ships for yourself, with it you intend to escape death by the Pantheon. With you come one hundred and eleven of the greatest minds in your system. The ship will be lightly armed, but with a variety of facilities that could greatly benefit the creation of a colony elsewhere including a Robotic machining workshop, a supercomputer AI intelligence, a self contained ecosystem capable of sustaining the ship's population for a century provided it doesn't grow, a deployable atmospheric dome complete with an apartment complex, and a databank full of more information than the entire crew could read in their whole life.
Soon one of the Pantheon ships will be arriving at the planet you call home, there is little doubt that it will make short work of the planetary defences, and then will bomb the populace into oblivion. You must make a choice, the Pantheon Reactor Engine that is the primary feature of your ship is powerful, but also poorly tested. Normally navigation is a simple matter of mathematics, but here it is guesswork, and so you cannot arrive at a location you specifically designate.

-If you go only a relatively short distance, perhaps just outside of the boundaries of previous human colonization you will be able to aim for an ideal location. You will know the area, and whatever neighbors you possess. Perhaps best of all, it is likely that fleeing humans would pass through your new territory frequently, giving you the opportunity to increase your strength. On the other hand, the Pantheon will still be nearby, and if they find you it could spell your doom.

-You could go a reasonably lengthy distance, to space that you've heard of but that few humans have been to before, close to alien civilisations you are familiar with, and still allowing for contact with human settlers, but far enough away from the Pantheon ships that you're not likely to see them unless you draw their attention somehow. Unfortunatly you may not initially find a suitable location for a settlement, but it's possible you could ask local alien civilisations for assistance.

-You could go into the far reaches of deep space, into territories no human being has ever explored before. You never know what you might find, but it would be next to impossible for the Pantheon to find you. Truth be told, you probably wouldn't have an easy time determining where you are either. You're unlikely to find human settlers, but any alien civilisations you encounter are unlikely to have heard of you, so you would be starting with a clean state, rather than a reputation for petty warfare and fickleness.

So where will you go to escape this menace?
 

15
Life Advice / Cyberstalking and You!
« on: June 06, 2014, 10:29:11 am »
So i just found out that someone i know online got arrested, though i don't yet know for what. He's kind of a sketchy fellow, i knew that already, but he's big on internet activism and is sometimes on the... loopier side of conspiracy theories. So honestly i have a pretty good idea of the sort of thing that he was arrested for.

A mutual acquaintance who lives near him (in the same country, i dunno *how* close exactly), got a hold of his laptop. He had sort of arranged for her to get it if he was ever arrested or died or anything, because that's just sort of the paranoid fellow he is. As it turns out he built a bit of a stockpile of files, by the sounds of it with the intention of building evidence of some of his theories, and i guess it makes him look even loopier and more unstable than we thought he was.

Anyway... on to the relevant part of the story... as it turns out he's been building character profiles on some of the people in our little group of conversationalists. For me, he found pretty much all of my handles (including ones i do not want connected to me IRL) and he found out who i am. Now i havn't talked to either of these people in months, but i got messages on facebook and even a long distance phone call expressing an urgent need to talk. He found my facebook and phone number, and had it in his stalker bullshit character profile, which was how i was contacted and told all of this.

I am honestly pretty freaked out right now.

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