Finally... > Roll To Dodge
Space Wizard RTD: Rolls.
_DivideByZero_:
Wiki!
You and five eight MANY others are graduates of the University of the Unknown, orbiting planet Centauri of the Centauri Prime system, capital of, you guessed it, the Centauri Empire.
You and your colleagues stand on the stage, surrounded by thousands of onlookers, eager to see you pass your final exam.
The exam is actually unknown to you. it is kept a secret from the students, and in fact, it changes every year. It used to be a written exam, but the popularity of the "Controversial Arts" program was found to fulfill a great role as a money-making opportunity. Regardless, the graduates were told to bring their best fighting gear.
Anyhow, each individual gets to give a few words about their experiences before they enter the testing field.
Spoiler: Example Character (click to show/hide)Name: Julius Praetus
Color: Purple
Race: Polaris
Age: 31
Appearance: Tall, muscular, with a short beard and straight black hair.
Background: Praetus was a senator of the Republic of Polaris, before he realized that he had telekinesis and joined the Centauri University. Please don't be as lazy as I am :P
Traits: Strong | Clumsy
Skills: Talented Marksman | Skilled Psychic Combat | Competant Ambusher | Rusty Hacker
Passive Abilities: Flash Shield
Active Abilities: Lesser Telekinesis
Armor: T-Shirt and Tie | Black Pants | NeoSteel Chest Armor | Leather Boots
Equipped: MK-19 Marksman Rifle (15/15 Rounds) [14] (Two Handed)
Inventory(11/100 kg):
Backpack [5]
Med-kit [2]
Pencils [1]
Toolkit [3]
Spoiler: Character Sheet(Please bold titles) (click to show/hide)Name:
Color: (This is the color of your name. Just go with it :P)
Race: (You can actually make up your own--see blow, however)
Age:
Appearance:
Background:
Traits: (Pick one good, one bad)
Skills: (Up to five. You can actually go over if it fits your character.)
Passive Abilities: (Abilities with a constant effect, such as shields)
Active Abilities: (Abilities with activated effects, such as eye beams)
Armor: (Includes clothes)
Equipped: Left Hand | Right Hand
Inventory(0/100 kg):
Spoiler: Rules (click to show/hide)Abilities:
Being space-wizards, each of you has the ability to use abilities. In other words, your character can have almost any magic-like ability, such as telekinesis, electrokinesis, or even something more creative than that. You can also learn powers throughout your ventures.
Combat:
Combat goes like this, using 2d6 (1 through 12):
[Player Roll] - [Enemy Roll] = Damage
Damage is subjective, based on your weapon and other things. Rolling a 12, however, gives you a weapon-specific critical hit (limb severing, etc).
Skills:
Skills are rather simple in the regard that they simply give +1 or more to the action they describe. These can include weapon use, melee combat, armor use, computers, hacking, science, etc.
Skill levels are based in the same scale as in DF. Talented users gain a unique ability from their skill, and Legendary users get another bonus. Please don't choose legendary unless it totally makes sense for your character to be that way.
Traits:
Each character gets two good traits and one negative trait. This basically affects something your character can do. Strong, as a trait, for example, increases your encumbrance by a certain amount, while weak decreases it and gives you a penalty to strength-based melee combat. Some weapons, like vibro-blades, don't use strength, so you can still be weak, for example, and have a melee weapon. Just some food for thought.
Status:
Each character has a total maximum encumbrance (starting at 100 kg) limiting what they can carry (to prevent abuse of hammer-space) and must have a backpack in order to store more than their uniform lets them. Pockets, for example, hold multiple small objects, or one medium-sized object. A gun can be slung around a shoulder. However, you can't carry a watermelon, for example, without a backpack, unless you carry it around in your hands.
Characters can bleed out, or otherwise die just like they can in Dwarf Fortress. Minor wounds heal over time, but major wounds require medical attention (You can use a "med-kit" item to reduce needless clutter). Equipment damage requires repair-kits of some sort. A generic "repair kit" item works for this, to avoid needless complexity.
Spoiler: Background Info (click to show/hide)Universe:
This RTD takes place in a high-fantasy universe, where planets are named after stars, or after cities on Earth, etc. The Centauri Empire, one of the major powers in the galaxy, somewhat resembles England in the 1800's. They are a monarchy with a fair parliamentary system, and most of the citizens are fine with it. Your characters aren't quite supposed to know about the other powers, primarily because they are only starting to leave their homes on the capital.
Technology:
Technology is fairly space-age level.
Bows are rather primitive, but still useful due to Rock Beats Laser.
Ballistics use conventional ammunition, and are fairly standard in all aspects. They are lightweight and portable, but are easy to notice when fired.
Lasers utilize turbines to nearly freeze a 'cooling element' before firing, allowing powerful, and invisible beams to be fired. Though these turbines are noisy, they are not as loud as a gun. Some models do not use turbines in favor of a lighter weapon.
Gauss-Rifles are akin to magnetically-powered crossbows. Using a hand-powered system to store energy using magnets, they are a noisier but more powerful alternative to a crossbow.
Plasma weapons heat a gas to massive temperatures before firing it.
Missiles are not especially portable, but they can deliver a powerful blow to a target
Melee weapons are actually useful now. Most armor is designed with ranged weaponry in mind, and as a result, vibro-blades and energy swords are gaining popularity in combat. Melee weapons are useful when it comes to Space Wizardry, as they can be imbued with special powers by the user.
Remember, these are only basic ideas. In reality, you can use whatever you want provided it is somewhat logical. I'd prefer that people choose unique weapons.
There's also a load of energy weapons I have in mind, which will be introduced via the story.
Races:
The Centauri Empire consists mostly of Centauri citizens, but that doesn't stop the four other races from occasionally migrating.
Centauri are normally curious individuals, naturally gifted in mechanics. They are expert tinkerers and get slight bonuses to tinkering and maintenance. However, they are usually weaker than other races, making power-armor use common.
Bonuses:
+1 to Tinkering
+1 to Repair
Weaknesses:
-25 to Encumbrance
Aroth are pale-skinned dwellers of the Arcturan Wastes, a region of space populated by the Aroth Alliance, a resource-poor nation with excellent scientists that regularly come up with new innovations in technology. They are strategically-minded and gain bonuses to strategy and military tactics, as well as technology use and creation. Because of their background, they have little experience with, well, money, however.
Bonuses:
+1 to Perception
+1 to Special-Weapon Use
Weaknesses:
-1 to Economics
Ross are dwellers of the third spiral arm of the galaxy. They are a democratic people with a specific distaste for totalitarianism. They make great politicians, especially because of their bravado. They often have personal grudges against the Centauri and Cyrians. Remember, "Communism is the very definition of failure!"-Liberty Prime.
Bonuses:
+1 to Speechcraft (vs Free-Thinkers)
+1 to First Impressions (vs Free-Thinkers)
+Level One Radiation Resistance
Weaknesses:
-1 to Speechcraft (vs Authoritarians)
-1 to First Impressions (vs Authoritarians)
Polaris are citizens of the republic of Polaris, which has a weak government and decentralized politics. Their society places a heavy role on intellectual excellence, and many of them are able to quickly adapt to new situations. They are flexible, but do not quite excel at anything as well.
Bonuses:
+1 (Non-Stacking) to Weapon Use
Weaknesses:
None
Cyrians are often refugees from the Cyrus Legion, a war band assembled by Mikail Cyrus years ago. Their very culture favors great warriors, and thus intellectuals are often disadvantaged in their society.
Bonuses:
+50 to encumbrance
Naturally Strong
+1 to Combat
Weaknesses:
-1 to Science
Current Players:
SeriousConcentrate
Errol
HmH
Dwarmin
Talarion
adwarf
Micelus
Waiting List:
drago55577
Tiruin
Spoiler: Intel Database (click to show/hide)The Colonization:
* Earth is the original home of the human race.
* Five colony ships--Centauri, Ross, Arcturus, Polaris, and Sirius--were built as a testament to mankind's engineering prowess. Construction began in 2024 and took seventy years to complete. Various factors hindered the construction, but as new technologies were developed to counteract natural disasters, construction of the five resumed.
* When the colony ship program first began, governments worldwide began to implement new political measures under the justification that anyone who disagrees can be stuck in a colony ship and sent off.
* Governments began to more-or-less unite in the footsteps of the European Union. Wars settled down and nations started to more-or-less coexist.
* When the colony ships left in 2100, an interplanetary navy formed to escort the colony ships out of the system. Some crews volunteered to escort the colonies all the way to their destinations, essentially travelling in the colony ship's hyperspace wake.
* The navy expanded its ranks as piracy inevitably became more prevalent throughout the system. Asteroid mining became more lucrative than on Earth, resulting in a steady economic boom as more companies formed to exploit the asteroid belt's natural resources.
* In 2105, the Centauri arrived at its target star, Proxima Centauri. Prior to 2020, it was thought to be a barren system without resources. From that year on, a habitable planet was discovered and the future colonists managed to safely settle on the surface.
* In 2110, the Sirius crash-landed on its target planet. All communication was lost (communication at this time was conducted using hyperspace probes, which carried messages faster than light) and the colony ship was presumed destroyed within a year of no contact.
* A year after the crash, in 2111 the Ross arrived at Ross 154. Scans of the system revealed two habitable planets, Ross Major and Minor. The colony ship was damaged by an asteroid and was forced to make an emergency landing on Ross Minor--a temporary setback. Colonization of Ross Major commenced about a decade later.
* The fourth colony ship to arrive, the Arcturus, did so in 2140, but suffered a major system failure due to a completely unexpected virus mid-transit. Nearly all data assets were purged as a result, including starmaps and instructions. The location of Sol was also lost, so no communications could be established. Fortunately, when expected date of arrival came, the colony on Arcturus was contacted from Earth, and previous notions that the colony ship was lost were disregarded. The colony called themselves the Aroth as a direct result of losing language records. The population agreed to choose a name that would stand out for centuries to come.
* In 2150, a man known as Mikail Cyrus assembled the remnants of the Sirius under his own name. A new dynasty was born decades after the inhabitants of Sirius were forced to return to a tribal-like state where bands led by chieftains prowling the surface of the planet. Though ruthless, Cyrus united the colony and forced its industrialization, allowing it to catch up in relation to the other four major colonies. Their arrogant mindset pushed them onwards and helped them persevere. Less than four years later, a message was sent to Earth, containing but one phrase: "Cyrus lives!"
The zeal which the Cyrians had for their nation led to numerous groups of fanatics arising out of nothing, maligning the Cyrians as thieves and pirates. Their damaged reputation far outlasted Cyrus himself.
* The last colony ship to arrive was Polaris, over a full hundred years after launch in 2202. Despite this, all of science had dictated that it would take no less than four hundred with current forms of travel, but the Polarans knew better than to sit there and wait. In 2147, a man--whose name has since eluded records--managed to find a way to boost the ship's top speed tremendously. The previous colony ships had used hyperspace solely as a means to accelerate to near light speed. It was deemed a great risk to remain in hyperspace for too long, as an unexpected gravity well could shift a vessel's course and the resulting shift could lead to being lost in space. However, The mysterious individual secretly channeled massive amounts of power to the colony ship's engine, well past its operational limits. The source of this power remains unknown, but the resulting acceleration bent hyperspace itself out of the way, allowing the ship to cut through hyperspace, bypassing gravity wells and reaching velocities that have never since been matched.
* Today, it is the year 2999. The start of a new year is usually when corporations unveil new technologies, but a certain archaeology team claimed they found something that would revolutionize all of science. They plan to reveal it on planet Centauri in a mere 7 days, the amount of time before planet Earth once again finishes its orbit. Some still wonder why Earth years are still used--the common answer, of course, is for simplicity's sake.The Races:
* The Centauri were the first to settle a star outside the solar system. Finding themselves on a planet rich in soil and in minerals, numerous industries found themselves immediately established, turning Centauri-Prime into a major population center in under a century. The largest city--New London--was a multi-layered industrial center capable of constructing the first Centauri fleet within the first few decades of the Centauri colonization. Thus, the Centauri Empire became the first nation to extend its rule past its home star. Alpha and beta Centauri were soon taken, allowing the Centauri to jump further ahead of the other nations. Over time, the populace became so dependent on their superior technological prowess in resolving issues that the average Centauri citizen became rather weak and short compared to the hard workers of the other houses. As a result, tinkering and experimentation has been the Centauri substitute for brute force and strength since their beginning.The Worlds:
* Partially owing to its small size and unique atmosphere, Planet Cyrus is to this day little more than a barren wasteland populated by humans. Centuries ago, when the Cyrian revolution began, the rapid construction of productive infrastructure led to the planet being absolutely over-polluted. What used to be a planet almost completely covered in diverse jungles became an endless desert, with overgrown forests being replaced with rocky plains over time. Many species were lost forever to extinction, and Cyrians to this day are accustomed to harsh conditions due to the extreme nature of the planet's new environment.
* During a visit to the Newcastle system, a visitor qwill immediately notice Planet Gaia and wonder, Why isn't the planet inhabited? It looks almost just like Earth. Well, the planet's atmosphere is so unbelievably toxic that a single breath will poison one with lethal doses of slow-acting poison. The planet's dominating plant species, Chambergrass, produces a toxic substance emitted from pores in its flower pods. This poison, luckily, denatures in water. However, all life on the planet is immune to the poison, including the fish. The grass is also the only lifeform known to be capable of producing this poison. This has led to the resurgence of the origins debate, with the scientific community split on both sides of the issue.The Wars:
* The Ross-Centauri War was the first war to erupt within the colonies, more-or-less resulting from a major faux-pas during a diplomatic meeting on the Ross homeworld, Munich--named in remembrance to a city on Earth. The faux-pas, committed by the Ross ambassador, developed into a full-scale argument in the conference room. Owing to the butterfly effect, this argument led to a vicious exchange on insults and finally reached its climax with the Ross declaring war on the Centauri for their "savage monarchical ways." he war lasted only a year, with the Ross winning every battle except the last--the battle in which the Centauri began to finally realize that the opposition was seriously waging war. The battle, fought in the Newcastle system--Centauri space--was held primarily over planet Gaia--a center of unprecedented research significance at the time. During this battle, the Centauri fleet held the lines while the Centauri Flagship--the HMS morning Star--punched through the enemy lines, ramming the enemy flagship and totaling it, routing the enemy in the process. The Ross, upset at their humiliating defeat, immediately made peace.
SeriousConcentrate:
Name: Kayle Silvertaugh
Color: Green
Race: Cyrian
Age: 25
Appearance: Tall and lean with an androgenous build. Her hair is black and cut short; her eyes are brown and somewhat large.
Background: A young warrior of Cyrian origin; not exactly a rookie, but not a veteran either. When her powers were discovered, her partners scrounged together the cash to get her to the Centauri University in the hopes she could perfect them and come back to be a great leader.
Traits: Strong for a Cyrian | Overly Honest
Skills: Talented Marksman | Skilled Melee Fighter | Competant Ambusher | Rusty Liar | Rusty Hacker
Passive Abilities: Detection Field
Active Abilities: Drain Life
Armor: Black Bodysuit | NeoSteel Hazardous Environment Suit |
Equipped: Vibroblade | GC MKIII Laser Rifle (30/30)
Inventory(0/125 kg)
Backpack
Four Reserve Oxygen Tanks
Ten Spare Energy Cells
HighEndNoob:
Name: Caplus Orange
Color: Orange
Race: Ross
Age: 35
Appearance: Average height, white
Background: As a communist-hating Ross, he spent his 20's building a robot that would attack anything that had Communist neural beliefs. When he found out he had EMP powers, he went, reluntecly, to the Centauri Collage.
Traits: Electrode-lover|Debater
Skills: Novice Navigator| Proficent Repair-man|Talented Marksmen
Passive Abilities: Communism Detector
Active Abilities: EMP
Armor: Patriot Medium Power Armor
Equipped: M45 Gauss Rifle [10/10] [15] (2-handed)
Inventory(23/75 kg):
Backpack[5]
Binoculars[4]
Duct Tape[2]
Wrench[3]
Ruger Mark VII Laser Pistol[9]
wolfchild:
Name: Herros Machlan
Colour: Turquoise
Race: Centurian
Age: 21
Appearance: Completely normal, i mean it you have to be looking directly at him to notice anything (provided you have managed to sepperate him from his gizmos)
Background: Self Proclaimed Tinkkerer extroadinare, Herros has been making wierd contraptions since his 6th birthday, maybe to make himself stand out at SOMETHING or perhaps it's compensation for his parents basically ignoring him, either way he is very good though perhaps not as good as he thinks he is.
Traits: Wacky Tinker,
Skills: Talented(if thats the one that is 1 or 2 before legendary, i usualy dont notice untill they have actualy hit legendary) Tinker(THinks he is legendary)|Novice Ranged Weaponary|Rusty Observation|Rusty Judge of Intent|Rusty Manual Labour
Passive Ability: One Sided Tech
Active Ability: Energy Surge
Armour: 4C3 Herroid High Mobility Frame
Equiped: V9R PatentedPatent Pending Disruptor Gauntlet, S1NGE Magnetically Coupled Particle Accelerator Rifle [30Seconds/30Seconds]
jakeread1:
Name: Ivan
Color: (Purple)
Race: (You can actually make up your own--see blow, however)
Age: 32
Appearance: 7 Foot tall, blue eyes, black hair and big ears.
Background: Ivan was fighting back in the old days when he used his spell. It teleported him here and now he is trying to get back.
Traits: Curious (When Ivan see's a button he presses it..usually 15 times.) Hearty (-1 to all damage taken)
Skills: Competent Striker, Competent Dodger, Competent Pacifier, Competent Armor User, Competent Swimmer
Passive Abilities: Buttons, must press (All levers, pressure plates, buttons etc. are shown to him as long as they are in the same room)
Active Abilities: Randospelliousus (If Ivan casts this spell a random thing will happen.)
Armor: Leather Cap, Leather Pants, Leather Tunic, Leather Shoes.
Equipped: Silver Sword (+2 to damage rolls) Both hands.
Inventory(33/75 kg): 10 stones, three random scrolls, 20 strawberries.
Is this okay?
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