Variant Setting Project: Stars Edge

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theshadow99 theshadow99's picture
Variant Setting Project: Stars Edge
Hello, I've been working on a Sci-Fi Story setting that among other things was planned for being an RPG setting for something like 2 years now. Recently I posted it fairly much completely to Obsidian Portal as a convenient place to store it for my campaign. Even more recently I've moved the rule system it uses to Eclipse Phase as my original choice failed to work all that well for my campaign group. I figured I may as well offer up the campaign wiki on Obsidian Portal to those who are interested. http://www.obsidianportal.com/campaigns/stars-edge For what should be obvious reasons (ie I use it for my campaign) lots of details are currently hidden, but their is still significant content you can look at. If you have any comments or questions let me know.
Wyldknight Wyldknight's picture
Re: Variant Setting Project: Stars Edge
I like this, I've making a variant setting of my own with more of a horror space opera feel while keeping most of the tech hard science. Thanks for the share.
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theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
I didn't go into the details above as I was pressed for time a bit when I wrote it, but to give some more details without searching for them: This is set in a early extra-solar age, using ships rather than the gates of EP. Humanity had some hard times prior to where the setting starts, but not to the point of loosing earth entirely. This makes earth the human hub of the universe. Prejudice and cultural issues however hindered the development of genetic engineering as seen in EP. The concept of transhumanity exists however mostly due to the advent of the first genetically engineered race, the Nazzari. Though for several generations the Nazzari where forced to live in space and where actually kept mostly separate from the rest of humanity by a series of laws. The laws and prejudice are decreasing in the modern era, but genetic engineering was set back for fifty or seventy years. On top of that humanity encountered several alien races, 3 in particular, that some also consider 'transhumanity' though the term is not well considered by the alien races when it includes them. Only one of these other races has the ability to 'resleeve' as in EP and cortical stacks are unheard of among other races. AI also exists, though it didn't run amok as seen in EP and digital life is still in it's early ages so rights and prejudice exists in some places. Uplift programs are new as well, facing alot of the same issues as digital life does. These strong racial lines leads to a separation of backgrounds, factions, and 'morphs'. Some 'universal' factions exist though and I'm considering a few universal backgrounds, but these should be several years down the line from where the setting picks up (it's been 10 years since the 4 races start working jointly so it's a bit early for kids to have grown up in universal backgrounds). In terms of altering the rules for the setting, not much was needed. The biggest change is in morphs, since their is only one race that can resleeve (and it's in fact a artificial race). This however doesn't tend to effect pricing, I looked at it effecting pricing but that causes issues due to minimum skill expenditures so picking a subrace type is balanced in cost similar to standard EP. In fact boosting the base cost for Case is the only change not backed up by standard EP sources and that was done because they are the race with resleeving. I am borrowing some things from CT (which happens to have been the first system I tried to run this setting with), but most of those don't come in until what I like to call 'season 2'. Concepts like Tagers, Mecha (over 10 foot tall), and Psionics are the parts I'm still working on. I'll have some notes on electrokinesis and the two power armor suits used within the campaign within the next couple of weeks (Edit: around half of the stuff for electronkinesis has been added). Btw a few 'secrets' that don't show up on the campaign wiki, but I feel may be of interest: * Out of the precursor races the forerunners are effectively transhuman in 'normal' EP concept including resleeving and multiple 'use bodies'. They are directly responsible for the advent of intelligent biological races having done a form of long run genetic uplifting, it's the cause of numerous humanoid form races developing. They are also the 'parents' of the Case, who remember the Forerunners perfectly well as they were a variant of AGI laborers for the forerunners. In fact the Case are sitting on the last fleet of Forerunner ships that they've been maintaining for millenia. They also have some minor interest in the long run genetic programs done by their creators, which explains how they have helped other races over the millenia. * A forerunner artifact found on one of the planets in the solar system accounts for the development of Human FTL drive system. Though no other technologies have been developed form the ruins and the company responsible for the drive system hasn't admitted that the drives origins are forerunner. * The precursor 'race' known as the 'force' is in fact still out their lingering in the edges of space and come out from time to time to test newer races. They are easily the oldest known precursor race and are made up of several groups. Unknown to most some of the various components of the 'Force' are in fact described by Ctuthlu myth, such as the Order of Dagon. The Case will recognize them, though they have no name for them, as the Forerunners fell to the agents of 'Force'. The Forerunners however did manage to conceal the Case 'home system' from the Force, so the Case were spared. * The Be'Rul have actually experimented with genetic engineering in their past, but those influenced by these programs were expelled from the home world well before the first colonized system by the Be'Rul. The Be'Rul however have hopes of eventually creating a 'acceptable' genetic variant as the future of their race. Along those lines they also maintain a series of biological 'weapons' they used to tame their homeworld, among those are concepts similar to Tagers and 'Engels' from CT. Though the ruling classes where never subject to the genetic conditioning needed to use either technology. * It's never stated very clearly, but the Nec/Nevk homeworld is a very violent world where for their entire history the Nec/Nevk races where on the bottom of the food chain. This has raised them to be very aggressive and resilient compared to most other races. It's also why they have the least advanced technology, lacking FTL of their own design unlike the Be'Rul, Case, and Humans. They do excel at aeronautical engineering however with very innovative designs along their vessels to compete with more technologically advanced ones. Their are other surprises, but this is probably enough for you for now. ^^
theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
Well I went a bit nuts and wrote up what feels like a fairly good start to Electrokinesis for EP in my attempt to expand Psionics to match the original setting concept (it's the biggest lack in EP for me). I'm kinda interested in what others think of how I did it though, so if you wouldn't mind giving me some feedback on it: http://www.obsidianportal.com/campaign/stars-edge/wikis/electrokinesis I also did a 'History of Psionics' and some notes related to that for my setting, though I need to go back over it. Electrokinesis is typically a 'no finese' and 'high voltage' variation on PSI as written in EP. I should probably add in that Psionic abilities are exclusive of each other... Having PSI trait means not having EK trait, though I'm sure some NPC's will break that for story purposes... Anyways... Let me know what you think...
Wyldknight Wyldknight's picture
Re: Variant Setting Project: Stars Edge
Ha, I like that. The main issue I've had with PSI in EP is most of them are just plain useless. Many of our threats have been using pod or synthetic morphs and those who have been in more human morphs, well aside from a few like omni awareness and mind rape we haven't had much use of em. In fact I've seen 3 asyncs made and they all basically picked the same sleights with maybe a little variation depending on which mental stat they used more. Stuff like this could add some needed flavor.
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theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
I've settled on 4 'types' of Psionics in fact, electrokinesis had to come first due to a player I'm converting over having Electrokinesis. To save people looking up the numbers and types: 66% of all Psionics are PSI pretty much as is from EP. 25% of all Psionics are EK's from my work. 5% of all Psionics are PK's (Psychokinetics) which I'll eventually write up, though don't expect anyone tossing cars around. The remaining 4% are 'other'which includes: Biokinesis/Psychometabolism, Dream Control, Probability Alteration, 'Healing', Psychic Vamprism (an entire alien race uses this so I'll have to write stats), and Teleportation. As I see it 'Other' is likely expensive and probably much more limited than one may expect. And at least for humans, their are only 400 people with 'other'. Though I bet Firewall in classic EP would love a few Psychic healers... Edit: I had trouble sleeping so I went ahead in laid down information on Pyschokinesis and 'Other', though the slieghts themselves are only named and may have a brief descriptor. I also had planned to add Astral Projection, but I nixed it as being to much like a limited subset of sleights from PSI.
theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
I got around to finishing telekinesis sleights and skills. These are not terribly powerful, in fact besides making extensive use of knockback/knockdown EK is probably more damage focused. Of the 'big' level 2's you have the Mass Effect/Star Wars-ish 'Shockwave' and 'throw'. The classic 'Warp' or 'TK bullet' effect. 'Crush' and 'Grab' which will function as the classic SW 'throat hold' move. limited Pyro and Cryo kinesis (each is it's own sleight and share a skill). A Kinetic Barrier sleight. And the ability to make mighty leaps. Nothing world shattering in strength and their are significant limits to how much weight can be lifted. No one will be throwing cars anytime soon, Lifting a 1 ton car would take a WIL score of at least 1000 (that would need some impressive morph). Unfortunately for Yoda in Star's Edge size does matter. http://www.obsidianportal.com/campaign/stars-edge/wikis/psychokinesis
theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
Hello, Just figured I'd make an update... Some things in development you may be interested in: Huge weapon cross-system weapons and ammo list. Favorite weapon happens to be in Ctuthlutech or GURPS? Look no further. This involves having compared the 'base' class of each weapon type or ammo type in each system and using this to make a massive excel sheet that lets you determine what the value would be for it in any other system... Handy if you own say the GURPS firearm books or the new CT weapons/gear book (which I do)... I expect this will be fairly big when done. It should also coincide with a selection of weapons for EP that don't exist in the other books... Oh and while EP seems to entirely ignore the concept of maximum weapon ranges, I'll be adding range back to weapons... Further down the road is stuff for 'season 2', my campaign is structured into roughly 24 'episodes' which each compose a 'season'. This roughly translates into 1 season per year of play. Some of these things in the works you'll get to see 'early'. Though I think I won't quite say what things are in store yet... Oh and lastly for anyone interested in following along, I plan to 'blog' the various episodes (since my players don't seem to want to pony up and do it). It will provide an interesting view of how this all works...
CodeBreaker CodeBreaker's picture
Re: Variant Setting Project: Stars Edge
theshadow99 wrote:
It should also coincide with a selection of weapons for EP that don't exist in the other books... Oh and while EP seems to entirely ignore the concept of maximum weapon ranges, I'll be adding range back to weapons...
*sneaks in* Weapons already have maximum ranges. You cannot fire a weapon farther than the farther point of its Extreme Range. See page 203 for these values.
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theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
Yes, eventually I did find those... btw Posthuman you may actually want to put those with weapon stats, not just in the combat chapter... I knew I'd seen ranges somewhere, but building my list I couldn't _find_ them. Then again Adjusting range between models in the same series is something I plan on doing to make them unique... Along with already integrated weapon features from the accessory listings... Oh I also plan on covering shotguns, which I call 'hybrid spray/kinetic weapons' as they can use 'spray ammo' and when they do they use the spray skill and ranges... Though I've yet to finish my big huge master list.
theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
Well I have finished a good chunk of my conversion work, so the my first custom weapons under the EP ruleset can be found here: http://www.obsidianportal.com/campaign/stars-edge/wikis/kinetic-weapons I decided to start with kinetic weapons and I'm working my way up to from pistols into larger weapons. You'll notice several changes over normal EP rules. Starting with tossing the non-sense that is all pistols being full auto, and before you wonder why that's non-sense you need to read the 'types of small arms' link found off of that page. It has the definition of what a Pistol is, what an SMG is, and what Rifles are. I left out the large debate about the overrun between machine pistols (which is what all EP pistols become by allowing full auto with them) and SMG's (the difference being ones scaled up and the other is scaled down). Other changes include listing weights (this goes with minimum SOM ratings later as well), not listing average DV (it belongs on a table), listing ammunition caliber (this becomes important with a modified ammo table later), and what will probably be obvious really quick: Much increased ranges for most types of guns. As an example a FN Five-seveN has an effective range of 50m and a max range of over 1500m in real life right now. Yet a medium handgun in EP is good within 10m, falls off at 30m, is barely effective at 50m, and basically 'stops' going after 70m. So I took 2/3rds of the max current range for a weapon of it's class, which also happens to typically match maximum ranges listed in GURPS, and used that as extreme range, half of that as long, then use GURPS 1/2D range as a guide to Medium, and create an effective range of half of that number. Initially playtesting suggests these don't change much whether my custom setting or straight EP as most fights end up within 25m. It also makes carrying a handgun far more effective and seems to make less 'well I'll just grab that Sniper Rifle again' (though I add another catch for those I'll post when I get to them). Anyways... let me know what you think...
theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
It has been a bit, but I've gone beyond a few handguns being up from my conversion work... Comprehensive kinetic weapons listing (though a few more to come): http://www.obsidianportal.com/campaign/stars-edge/wikis/kinetic-weapons A new energy weapons listing: http://www.obsidianportal.com/campaign/stars-edge/wikis/beam-weapons Seeker weapons (which now includes grenades, gyrocs, and similiar): http://www.obsidianportal.com/campaign/stars-edge/wikis/seeker-weapons and the OMG-that sucked to do; Kinetic ammo table: http://www.obsidianportal.com/campaign/stars-edge/wikis/kinetic-ammo I know their are bound to be typos and some rules are missing, I need a second pass over the rules before listing them and maybe a playtest. big guns again tend to be painful but slow to fire, balanced against smaller easier to hide weapons that need bursts of fire to equal out damage. Some things I'll add in the next week: SOM rules for weapon weight (or what I like to call "why everyone can't carry a chaingun"), a look at melee weapons and customization, fixing the errors from copying over huge amounts of info by hand to go in the tables, more on new seeker options, and rules on skill use by ammo used (seekers, spray, kinetics, & energy). Let me know what you think...
theshadow99 theshadow99's picture
Re: Variant Setting Project: Stars Edge
While I'm still working at a few more things for the reworking of weapons, but I've had things slow down due to being busy this week. I did however want to add a few things I also have lined up during my vacation (which starts next week, woo!): 1. Adding more skills and more skill categories, with a few rules as well. We have categories like technical, social, networking, computer, knowledge, academic, and profession (taken straight from just the backgrounds from the Core book). But not all of these are recognized in the existing chart (computer skills are part of the infomorph background for instance and yet aren't listed as such under skills). So I'm planning to to make a new chart, possibly a few new skills, and a few refinements. 2. I'm thinking of starting to add a 'GM section' fleshing out the various episodes as if they were modules in a campaign. I did have to start an adventure log a couple weeks ago, as my players just don't seem to want to...