Thursday, 19 October 2017

Starfinder: Noctar - Concept (Planet)

Noctar


Planet Statistics
Gravity:  0.9 of standard rating
Atmosphere:  Clean rich atmosphere

History:  The dark world as most of the common universe has come to know it.  A world of floating isles, deeply infused magic, and one of the most dangerous worlds charted.  The reason for all of this is a strong connection to a demonic realm, of an undisclosed name.  In fact, it is common for rifts and portals between their realm and ours to open on Noctar.  For this reason, in millennium before, the Architects had forbidden entering this world.  However, in their explosive expansion, Prime-Terra, sent several settler groups to Noctar.  This will always be remembered in history as a mistake. 

  The first several years, the settlers, established urban colonies and fought off the demon threat, with a moderate effort.  Over time though, corruption spread and demonic influences found roots through subtle methods into the settlers of Noctar.  When a generation had passed and the half-breeds emerged, chaos erupted.  Some began to side and even worship the demons.  Many lives were lost quickly, and for the first time in millennia, demons were given a chance and the technology to build starships.  This is when Prime Terra admitted they had made a grave mistake, and informed the Architects.  Prime Terra then spent great effort to contain the Darkness coming from Noctar and support those that still fought against them on the planet.  


Current State:  Prime Terra has done what it can to quarantine Noctar for 5 years.  The Architects spent this time building the Brightveil for a small faction called the Cyberknights.  The cyber knights are a group sworn to fight the darkest evils in the universe and defend those it preys upon.  The Brightveil is the first warship the Architects had built in 3000 years.  It uses the best technology at the Architect's disposal.  It has recently arrived on Noctar with the Cyberknight faction.  It's drift engines were immediately ejected.  There is no turning back for the cyber knights, they will succeed on Noctar, or fall trying.


Locations of Note

Brightveil:  Both a colony and warship, it is the current HQ of the cyber knights and one of the most powerful warships the universe has seen.  Led by Luke Angelguard, it will be a beacon of light in the fight against Noctar's demonic forces.

Harmony Prime:  One of the first settlements established by Prime Terra, the settlement spans 3 floating isles, held together by a gravity tether.  This settlement has been left relatively untouched by the darkness and is a bastion to fight against the evil below.

Crossroads Dukes:  The first settlement to make a pact with the demons.  It is a neutral zone for corrupted and innocent alike.  On the edge of the demonic strongholds, they get few willing to enter or trade.  After all, what price did they pay for this safety?


Hooks that may lead PCs here

  • The PCs are hired to help a half breed escape Noctar.
  • The PCs are convicts fighting for the cyber knights to earn their freedom.
  • PCs are sent to tap into the magical energies of a node on the surface of the planet.


  

Friday, 13 October 2017

Starfinder: Dessa - Wenslu

Wenslu


A once peaceful, nature minded, tribal people of Dessa.  Transformed by hyper evolution on a now toxic, polluted world.  Are now a degenerate, addiction drawing, vulgar people.  They thrive in poison and welcome the chaos around them.  Wild, venomous and loud-mouthed, they just now spread to the stars, seeking greater thrills and crushing ideals of decency and self-control.  The Wenslu are a species reborn.

Mechanics


HP:  2
Ability Adjustments:  +2 Con, +2 Wis, and -2 Cha.

Racial abilities

Twisted view:  When making skill checks that rely on charisma, if target has 9 or less charisma, you gain a +2 on those rolls.  As well, those targets gain +2 charisma bonus against you.

Toxic evolution:  Gain +2 to saves against poison, disease, and pollution based environmental hazards.  If you fail a save against poison, recover your level in stamina points.

Swamp life:  The swamp is a large part of the Wenslu, gain +2 to stealth and survival.


Physical description

  The Wenslu look like there human ancestry with a few exceptions.  First, the skin is constantly appearing oily, giving them a slick and unclean look.  Second, their hair is often colour blue or green shades, and often straight.  Finally, they are a great deal paler then humans.


Home World

  The Wenslu homeworld is Dessa, However, many genetic testing points to human ancestors in the species past.  Dessa was once a swamp covered world, full of water and natural poisons.  Recently an interstellar organization called the foundry arrived and began mass industrialization of the planet, creating an excess amount of pollution.   Luckily for the Wenslu, their species underwent a period of rapid evolution.  However, this change was not only physical.  The Wenslu have gone from nature-loving pacifists to toxic wild ones, seeking greater thrills and deceptively confusing ideas.  Many questions what will happen to Dessa, but the Wenslu seem the least concerned.


Relations

  Those outside the Wenslu have a difficult time interacting with them.  This leads to a great deal of stress to those more diplomatic and charismatic species, as the Wenslu seem to react harshly to those of strong and kind personalities.  Due to the Foundry's use of Android, the Wenslu have seemed to have taken a liking to them for being the lead cause of the species change.


What are people's thoughts?


Wednesday, 4 October 2017

New Project: Starfinder - Dessa

  After vanishing for almost a year, I have returned.  I am back with a new revitalization to create and build.  I have played many new games and have a batch of new ideas.  I plan to start off with an introduction to the planet Dessa, a world I will be building up to add to setting.  This will be done to the Starfinder ruleset, maybe others as I get time.  So without further ado.



Dessa

Planet Statistics
Gravity:  Normal
Atmosphere:  Heavily polluted, but survivable.


History:  Dessa was discovered about 60 years ago by the Foundry.  It was a hot and humid world, rich in water and little depths.  Nearly covered in swamp and a very underdeveloped race, The Wenslu, the Foundry noticed an opportunity and went quickly to work establishing heavy industrialized areas.  The main plan was two-fold, extract water for terraforming other planets and escape any environmental concerns of the untied systems to increase material output in factories.  


Current state: Despite the rapid rise in toxicity, the Wenslu have adapted and evolved quietly and bizarrely.  This has led to an investigation into the planet seeking a new source of evo crystal by the Architects and Prime Terra.  The pollution has also...The Foundry has profited heavily from this endeavour and has funded the creation of a starship factory station in nearby orbit.  This factory is focused on developing the Swamp Livy and the SC Torma.

Locations of note


Central Node city:  The centred amidst the mega-factories, this domed city houses the majority of offworlders that live and visit Dessa.  The majority of the inhabitance are androids and the city is under the firm control of the Foundry.

Swamp Haven:  Considered the capital of the newly evolved Wenslu.  The city is would most others would consider a disaster of chaos and filth.  Overpopulated and under the whims of what the offworlders have nicknamed the Wretched Queen, the Wenslu still seem to be thriving despite it.

Ruins of the field:  A large energy based anomaly that prevents scans within.  Recently become an interest to outside organizations due to the Wenslu's evolutionary leap.  Unknown forces seem to prevent proper investigations of the location.


Hooks that may lead PCs here


  • Sent to pick up supplies going out to terraforming projects.  However, a local group raids the facility while the PCs are there.
  • Looking to study the Wenslu transformation or maybe their odd new culture.
  • The PCs are hired to see what happened to a Terra Prime research group sent to the Ruins of the Field. 








Tuesday, 5 July 2016

RoaE: Act 5 - Province's status

Province Summary: Black Coral Point
Majority of Terrain: Coast

Shrouded
Item: Heart of Light

Fort Strength 2
Developed regions 3 (Income of 6)
Buildings: Market, Tournament field, Golem Forge

Resources

Food 13
Gold 6
Lumber 5
Mana 21
Ore 4


The People
Race: Golem /Dwarves
Current moral 2 / 1


Shrouded Military





Province Summary: Darkness and Bone ship yard
Majority of Terrain: Coast

Shroud Leader

Province
Fort Strength 4 (1)
Developed regions 4 (Income of 8) (1)
Buildings: Mana Node, Gold Mine, Gold Mine, Barracks.
Resources

Food 67
Gold 18
Lumber 6
Mana 14
Ore 13



The People
Race: Lizardfolk
Current moral 1 (1)

Military Shrouded





Province Summary: Lantor
Majority of Terrain: Ruins

Leader: Sheera the Exalted of the Old ones.
Spells: 2
Minions: The demon knight (Fury 4)
Item:  Banner of Salvation

Fort Strength 6
Developed regions 2 (Income of 4)
Buildings: Farm Lands

Resources

Food 5
Gold 16
Lumber 5
Mana 14
Ore 2


The People
Race: Imps
Current moral 4

(Military Shrouded)




Province Summary: Lon
Majority of Terrain: Forest
Leader: Drita Aleska the Noble
Personal Hireling: Brian Crain (Human Knight. Fury 4. Can hunt)
Items: Sphere of Artifice


Fort Strength 5
Developed regions 1 (Income of 2)
Resources

Food 15
Gold 16
Lumber 10
Mana 10
Ore 4


The People
Race: Human
Current moral 4

Military Shrouded




Angelic Legion


??, The Angel
Current Location: Alx
Spells: 1
Tactics: 1
Items: 2 relic fragments, 2 Spheres of Artifice

Resources

Food 19
Gold 7
Lumber 0
Mana 39
Ore 6


Current Favour 2

Shroud Military

Monday, 4 July 2016

RoaE: Hirelings Available, Act 5

Alice
  A dark demonologist attempting unknown magics.
Wants:  Moral
Loyalies:  None.
Abilities:  Risk up to moral, to gain that many units.

Anna, Tainted Angel
  Entering this realm too soon, her divine form soaked up the tainted forces of their will.  
Wants:  Mana
Loyalties: None
Abilities:  (Fury 3) may assist on Patrols or may bind a province so it's leader may not use spells for the act.


Grim, the Clockwork Titan
  Grim is an ancient creation, that claims to have seen the end of time.  A place none should ever witness it claims. 
Wants:  Ore
Loyalties: Angelic Host 5
Abilities: (Fury 6) may attack on Confronting, Garrison and Siege.

Grit, The Ogre
Wants:  FOOD!
Loyalties:  Bob 5
Ability:  Make people of your province take another action, or recuit a unit with basic tag+brute tag.

James Orb, the Mystic Shadow
  James has been in this dark realm for a long time.  He has survived on his ability to hide and knowledge of Black magic.
Wants:  Gold, Spells 2+
Loyalties:  Bob 10, Legion 4
Abilities: Attempt to steal resources or items.  Also may teach Spells if you have less then 3.  James may shroud up to two targets as an action.


Lady Raven, Human Witch
  Banished from her home land, she now hunts for a home to practice her necromantic arts.
Wants:  Mana, Revenge (Lon)
Loyalties: None
Ability:  May turn 2 Mana into a unit with (Swarm) Tag.  May do this twice a round, but not for the same person, spread the evil.

Samuel, the Archologist
  With a light heart, I seek secrets to the betterment of all.
Wants:  Festivals thrown between provinces.
Loayalties:  Bob 5
Ability:  Can preform the dig action, or may investigate as an action.

Urk, The Dwarven Smith
  A master smith that makes use of lost relic fragments.
Wants:  Revenge (Darkness)
Loyalties:  Legion 1
Ability: Transform 2 mana, and either 2 lumber or 2 ore into a relic fragment.

Sunday, 12 June 2016

RoaE: Act IV: It has Begun

Act IV: It has Begun


Introduction

So let's start with thank you for your patience in waiting for act 4 to arrive. But we are here and the game is surging with life. Now that we are we shall hammer forward to the power of the story.

Fluff

The Fate of the 4 Dwarven Clans: Due to the noble and dark efforts, the fates of the the four dwarven clans, Iron, Silver, Gold, and Copper have come to pass.

The Province of Black Coral Point has excepted the Iron clan with open arms. As the Silver clan gets a new start in mammoth end. However, before the other two clans could be rescued, tragedy struck. Demon possessed minions under the command of the province of Darkness, slaughtered the other two clans to the last. What a dark time. The blood flowed and the monsters relished in their bloodshed.

Tremors in Sarv: rumours of major quakes happening in Sarv. I wonder what it could mean.

People in Place: Time as pasted since first arriving here. Spies and agents have been placed, and the game of politics has adjusted. (Steal option has been added to the assassinate action)

Winged Servants: As some have come to realize, angels are among you. They sweep from province to province and strike at random. (To 'attack' the angelic host, you send armies to confront them.)

Game Details

Black Corel Point and Darkness: There is nothing left to dig for in these Provinces.

Uncovered:   Darkness has retrieved the heart of light and Mammoth's End has discovered the Banner of Salvation.


Powerful Spells
Angelic light: The Angel Sariel casts a protective barrier over.
Betrayal: Dark magic from Sheera twists the fallen angels heart.
Meter Storm: Deadly magic from Sheera bombards the province of Huldufolk.

Market

Rare - Lumber
Plentiful - Mana

Battles


Many hidden battles. So much sneakiness.

Due Date July 1, 2016

RoaE: Act 4 - Province's status


Provinve Summary: Alx

Majority of Terrain: Coast
Leader Deserted
Region Shrouded
People 
Race:  Feral (Gone)
Moral:  0
Military 
Wild
Wave
(Beast)
(Beast)
(Beast)

Province Summary: Black Coral Point

Majority of Terrain: Coast

Shrouded Leader


Fort Strength 2
Developed regions 3 (Income of 6)
Buildings: Market, Tournament field, Golem Forge

Resources

Food 3
Gold 35
Lumber 2
Mana 0
Ore 0


The People
Race: Golem /Dwarves
Current moral 2 / 1


Unassigned Military units
m (Beast, Dire)


Unit Alpha (Patrolling) Strength 4
Wave 1
Freedom Fighter

Advanced Specimen


Province Summary: Darkness

Majority of Terrain: Coast

Shroud
Item: Heart of Light

Province Shrouded

The People
Race: Lizardfolk
Current moral 2

Military
Unassigned Military units
Army 1 – Slaughter of Dwarves
Wave 1 Wave 2 Wave 3
(Dammed) (Dammed) (Dammed)

Army 2 Slaughter of Dwarves
(Dammed)
(Dammed)
(Dammed

Army 3 - Patrolling
(Dammed)
(Dammed)


Province Summary: Helheim

Majority of Terrain: Mountain
Leader: Soren the Exalted
Minion: Wild Element (Fury 3, Monsterous)
Item: Skull of Desolation

Fort Strength 4
Developed regions 2 (Income of 4)
Buildings: Mana Node
Resources

Food 6
Gold 1
Lumber 9
Mana 8
Ore 9


The People
Race: Feral
Current moral 3


Hunting Pack (Strength 6 + 3 for patrol.)
Wave 1 Wave 2
(Beast) (Beast)
(Beast) (Beast)
(Beast)


Province Summary: Huldufolk

Majority of Terrain: Valley

Shrouded Leader

Province
Fort Strength 3
Developed regions 1 (Income of 2)
Buildings: Workshop
Resources

Food 3
Gold 5
Lumber 7
Mana 0
Ore 5

Shrouded people
Shrouded Military


Province Summary: Lantor

Majority of Terrain: Ruins
Leader: Sheera the Exalted of the Old ones.
Spells: 2

Fort Strength 6
Developed regions 2 (Income of 4)
Buildings: Farm Lands

Resources

Food 2
Gold 12
Lumber 5
Mana 13
Ore 2

The People
Race: Imps
Current moral 2

Military Shrouded

Province Summary: Lon

Majority of Terrain: Forest
Leader: Drita Aleska the Noble
Personal Hireling: Brian Crain (Human Knight. Fury 4. Loyalty 8)
Items: Sphere of Artifice


Fort Strength 5
Developed regions 1 (Income of 2)
Resources

Food 2
Gold 12
Lumber 4
Mana 8
Ore 4


The People
Race: Human
Current moral 4


Unassigned Military units

Shroud
Royal army Patrol current strength 7 plus 4 fury. (+3 against raids or siege)
Wave 1 Wave 2 Wave 3
(Infantry) (Archer) (Knight)
(Knight) (Infantry)
(Archer) (Knight)


Province Summary: Mammoth's End

Majority of Terrain: Valley

Leader: Bug the Brood Master.
Items: White Sand Vault key, Banner of Salvation, Ring of greater golden touch., sphere of artifice, Night smoke generator.
Minions: Gyrocopter Scout

Fort Strength 2
Developed regions 1 (Income of 2)
Building(s): Market
Resources

Food 2
Gold 1
Lumber 5
Mana 2
Ore 6


Shroud The People

Military

Blob - Garrision
Wave 1
Bob (ooze)

Fancy-Schmancy - Patrolling
Wave 1
(Advanced Specimen)
(Advanced Specimen)
(Advanced Specimen)

Sarv

Majority of Terrain: Forest
Leader Shrouded

Region 

Developed regions 1
Buildings:  Maze
Resources
none

People golems (Gone)

Military Shrouded