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, welcome to BESM: Influx to Threshold

05:19, 24th April 2024 (GMT+0)

Setting.

Posted by ManofduskFor group 0
Manofdusk
GM, 3 posts
To boldly go where
many have tread
Thu 4 Nov 2021
at 03:35
  • msg #1

Setting

 This game takes place primarily on a ringworld called Threshold. It is an ancient piece of precursor technology predating any of the current races and has been fought over for centuries. Each empire has laid claim to it at one point or another. For the last 1000 years, it has been under Necroforged Administrative control.

 However, the Necroforged have designated Threshold a Neutral Zone, meaning that it does not actively take sides in war. It also means that all nations are free to do business here. It also means that many diplomatic conventions take place here.

 Threshold has been separated into "Zones" for ease of administration.

 The Agricultural Zone- Composed primarily of fields and rural areas, the Agricultural zones are where Threshold's food is produced (and often in such abundance that the excess is sold to other nations). Many dojos have sprung up in the Agricultural districts and, while not farming, many partake in martial arts, swordsmanship, or competitive monster battles.

 The Commercial District- Composed of a number of high rises and open markets, the Commercial district is a place where one can buy almost anything. The Necroforged put very few limits on who can purchase what so, as long as you have the money, it is possible to buy nearly anything here.

 The Leisure District- Composed of casinos, gladiatorial arenas, and all manner of other diversions, the Leisure District is patrolled far more vigilantly than other districts... though what the Necroforged consider 'criminal' is often somewhat different than the sensibilities of other races, meaning that those who come here can be assured that they will have a good time without running afoul of those that would harm them.

 The Educational District- Composed of Universities, Laboratories, Archives, Schools (Elementary, Middle, and High), and R&D departments, the Educational District of Threshold is renowned across the galaxy as the premier place to get an education or research cutting edge technology. It is also the home to the largest comprehensive magic school in the galaxy as well as the most prestigious Military academy. Because Threshold does not participate in war with the other Nations, most train their officers at the Threshold Military Academy.

 The Industrial District- Primarily composed of scrap yards, the Industrial Sector turns the large field of wrecked ships (and any refuse produced by the rest of Threshold) into usable products.

 The Ruined Sector- Not all of Threshold has been restored and, even those that have often not been fully explored. The ruined sector refers to the sections of Threshold that have not been restored or fully explored. These areas are often dangerous, chosen as hideouts for gangs and criminal activities. However, the ruins are often a draw for those who wish to discover the secrets of the precursors (or, perhaps, those who wish to unearth ancient treasures)
This message was last edited by the GM at 23:45, Thu 04 Nov 2021.
Manofdusk
GM, 4 posts
To boldly go where
many have tread
Thu 4 Nov 2021
at 08:06
  • msg #2

Setting

United Federation of Nations (Humans)- The United Federation of Nations began nearly 3000 years ago in the Solaris system when humans first achieved FTL technology. Each world within the UFN elects its own leaders and one among them sits on the council of the UFN to help direct policy. However, each world within the UFN is free to regard or disregard policy as they see fit. Due to this, the UFN faces consistent internal friction which has considerable halted their growth.

Ildari Theocratic Imperium (Alvari) - The birth of the ITI began with the birth of the Alvari as they exist now. In ages past, lost to even their own historians, their world faced a crisis. Their star threatened to go supernova and swallow the planet entirely. In a desperate bid to save their species, they constructed habitats and moved the remaining Alvari into them while their greatest psions sought to limit the destruction of the death of their sun. In a ritual that cost the lives of thousands of psions, they channeled the raw psionic energy into one single Alvari, who reignited Alvar, their star. Unfortunately, their planet was rendered lifeless in the exchange but the Alvari had gained a near omnipotent, Immortal god king named Ildari. Ildari then reformed the government into the ITI where they steadily expanded habitats into other solar systems, forming the core of their nations.

Veldari Republic (Veldari) - The Veldari Republic had mastered dimensional anomalies long before they had mastered space flight. It was small wonder, then, that they had mastered Jump Drives before they had mastered FTL travel. Warp technology proved vital to their expansion as it made travel between inhabited worlds simple. Due to being so deeply connected, the Veldari never had to deal with the growing pains other space faring nations faced. As such, the Republic of their home world remains relatively intact, even on worlds that are very far away.

Gorm Sovereignty (Gorm) - The Gorm were originally a servant race bred by some extinct precursor. Since then, they have risen to self-sufficiency and have even reworked their precursor technology to achieve FTL. The Gorm Sovereignty is a Meritocratic Oligarchy in which military service is required in order to vote on political matters. Further, only those who have served are eligible to hold an office (often also requiring practical experience in the field represented by the position). While those who do not serve are allowed to live and work, they are not allowed a say in Gorm politics.

Necroforged Continuance (Necroforged) - The Necroforged Continuance is an Extra-Galactic nation that arrived nearly 1000 years ago, 100 years after the Marok Horde was unleashed. Their first order of business was to exterminate the Marok horde and fill the empty space they had left behind. With the overwhelming force they displayed, most nations expected these alien machines to continue conquering. However, the Necroforged instead approached each of the remaining nations offering friendship and trade. The Continuance itself seems obsessed with trade and the acquisition of resources, often paying large sums of money for low quality ore or scrap. Their attitude toward other sentient beings is also quite lax. They prefer to leave the other sentient beings of the galaxy to their own devices unless trade is involved.

Quel'thar Heriarchy (Mind Flayer) - Little is known of the Quel'thar Heirarchy. No one who enters the boundaries of their nation ever return.

Marok Horde (Marok) - The Marok are a horde of Extra-Galactic Interdimensional Psionic horrors. They wreaked havoc across the entire galaxy, consuming the minds and essence of trillions of lives with no clear way of stopping them until the Necroforged arrived with Arcane Technology which seemed to be poisonous to them. The Marok Hordes were beaten back and peace returned to the galaxy.
Manofdusk
GM, 6 posts
To boldly go where
many have tread
Fri 5 Nov 2021
at 01:36
  • msg #3

Setting

Laws of Threshold

 The Necroforged have maintained administrative access to Threshold for 1000 years, during this time, they have maintained fairly lax laws over the populace. The main ones are:

1) All sentient beings are bestowed with the right to live and to pursue their material and occupational fulfillment.

2) No sentient being possesses the right to infringe upon the rights to life or material or occupational fulfillment of another.

3) No sentient being shall knowingly and intentionally bring personal or financial harm to another.

4) All sentient beings are authorized to use lethal or nonlethal force (as appropriate) in the subdual or elimination of any sentient entity who commits transgression of the above three laws.

5) All sentient beings possess the right to govern their own communities as they deem culturally fit within the guidelines of the above four laws.

6) Indentured Servants may be retained for a duration not exceeding 10 years. After which, this debt shall be forgiven.

7) It is the duty of any debt holder of an Indentured Servant to provide sustenance and living conditions on par with their own for the duration of the servitude at no additional cost to the servant.

8) Debt Holders that break laws 6 or 7 shall be indentured to their former servant as punishment for a duration not to exceed 10 years.

-------------------------------------------------

 There is one rule that must be followed above all others. Breaking this one will cause them to overrule rule 5. Breaking this one will ALWAYS result in the Death Penalty.

9) No one will impersonate or steal from the Necroforged.
This message was last edited by the GM at 06:05, Fri 17 Dec 2021.
Manofdusk
GM, 7 posts
To boldly go where
many have tread
Fri 5 Nov 2021
at 01:40
  • msg #4

Setting

VIP Status

The Necroforged are known for trading in souls (it is how they procreate). They are open about doing so and there are even buildings where such pacts are made. Those who make these pacts are given VIP status in Necroforged society. In addition to their newfound status, VIPs gain an additional 10 Character Points and an additional 10 CP in "Unknown Superhuman Power" which will unlock over time and will complement the character's existing skillset.

Shapechangers/Magical Girls- Only those with VIP status can take levels in these classes (these class unlocks are in addition to the normal bonus character points granted by VIP Status)

VIP Servant- This is a variation of the pact where the VIP forgoes any power of his own in exchange for a powerful Necroforged Servant. This servant will tend to the needs of the character for the remainder of his natural life and will ensure that said character lives comfortably in addition to fighting by his side or in his stead. (ala Black Butler)

Additional Benefit- VIPs are considered to have friendly relationships with all Necroforged due to their status and can often gain favorable treatment by them, opening avenues of approach to problems that those without VIP status would not possess.

The Cost- VIP status is not without its cost. Those who take the deal are Marked for Death. If a character is Marked for Death, then they cannot be revived once they hit their death threshold (negative hp = max hp) even if an ability normally could. In addition, those Marked for Death cannot take the Reincarnation ability nor can they artificially prolong their lives. The Necroforged do not, under any circumstances, work to shorten (or lessen) the life of anyone Marked for Death, but VIP status is a lifetime guarantee. Once that lifetime is up, the bill comes due.
Manofdusk
GM, 8 posts
To boldly go where
many have tread
Thu 9 Dec 2021
at 04:19
  • msg #5

Resurrection

 If you hit a negative hp number equal to your maximum hp (and are not a VIP), you are considered "dying". If "dying", you have a number of rounds equal to 5 x your constitution score (known as your "threshold"). If you are healed back to at least 0 hit points before this threshold is up, you are revived. A threshold is only recovered once per day. If you take enough damage to become dying again within the same day, you begin the countdown again at your reduced threshold.


 Further, each time you are reduced to "dying", roll a d12. When you're revived, you recieve a scar on the body based on the number rolled.

1 - Face
2 - Throat
3 - Torso
4 - Left Hand
5 - Right Hand
6 - Left Foor
7 - Right Foot
8 - Head
9 - Left Arm
10- Right Arm
11- Left Eye
12- Right Eye


 Scars come in 3 variations: light, moderate, and severe.

 A light scar has no numerical penalty. A moderate scar inflicts a disadvantage to rolls involving the part (roll twice, take the lower value) and severe scars have removed the part entirely (meaning an automatic failure of any rolls or actions involving the part). Vital body parts who sustain a severe scar die and cannot be resurrected.
This message was last edited by the GM at 04:39, Thu 09 Dec 2021.
Manofdusk
GM, 10 posts
To boldly go where
many have tread
Wed 15 Dec 2021
at 01:15
  • msg #6

Mechas

"Big" Mechas are relatively small. They're generally the size of a car. If you try to pick up a bigger mecha, then you keep the smaller one and get a second, bigger one (the small mecha effectively becomes the pilot of the bigger one). However, the bigger one can only be used in situations where civilian collateral is either minimal or outweighed by the threat.

 In short, OBM is more of an "Iron Man" and less "Gundam Wing".

 In mechanical terms, you can get up to Rank 3 as a Small Mecha. Rank 4-6 gets you the actual Big Mecha.
This message was last edited by the GM at 04:25, Sat 18 Dec 2021.
Manofdusk
GM, 12 posts
To boldly go where
many have tread
Sat 18 Dec 2021
at 04:29
  • msg #7

The Forest

 The Agricultural District has a large forest. The forest is domestic and more or less a tree farm for lumber. However, it is also full of monsters.

 The forest is surrounded by a repellant barrier that keeps monsters out but humanoid races can pass through without issue. Those who hunt monsters can use the parts for equipment (ala Monster Hunter via item of power).

 Monsters in the Forest are of the "cute" variety (ala pokemon).
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