News:

Forum changes: Editing of posts has been turned off until further notice.

Main Menu

Artis [Game setting for QBase System]

Started by Dangerboy, August 15, 2005, 08:08:40 PM

Previous topic - Next topic

Dangerboy

I got one reply about my mechanic not having a setting to wrap around it, so I thought I'd post up my treatment on the game setting. This is pretty much all I have right now, but I wrote it so I wouldn't lose focus. I intend to add something new to the base mechanic for each setting, so for this one, I need to create a Psychic Powers option. Once I feel that the system is sound enough to play with, I'm going to change the skills (to reflect the sci-fi setting) and work on the Powers option a little more.

Artis III
Schism

Story
Artis III: Schism takes place on the planet Artis (Mars) in the far future (about 1,000 years from now). By this time the sun has grown in size and the planet Mercury no longer exists. Deimos still exists, but Phobos has reached its Roche Limit and has become a dirt ring around Artis. Most of humanity stills lives inside hardened glass shelters, but the Unruled live outside in Artis' harsh climate. Humans have lived on Artis for so long that people speculate that life on Ea (Earth) may have been possible. The only reason for mentioning any of the above is because there are still relics on Artis that people find. For the most part, all knowledge of Earth has been wiped; I just want a red planet setting because I think it gives off a better emotion of conflict than a blue planet.

The story begins when normal people develop psychic powers. These people are split between internal psychics, external psychics, and normal people. In order to cope with the newfound psychics, the government creates their own response: the MEG Team; a team of normal people equipped with head gear giving them quasi-psychic powers. Without knowing, this head gear changes the way the brain operates and the government inadvertently creates their own sensory psychics. This creates a third faction more dangerous than the previous two. Internal psychics use their power to augment their own body. They have been recorded to do things like jump incredible distances, or envelope their hands in fire. External psychics push their mind to affect their surroundings, like compact the air to cause a small explosion. The MEG team's headgear gives them the ability to control things, like a burning fire, or the direction of wind, or even someone's thoughts.

Troy_Costisick

Heya,

I'll do my best to give you some feedback.  I have two questions for ya :)

1. What is your game about?

I see a lot of stuff about a world background (interesting too I might add) and I see some things about factions vying for power.  But setting is only part of what a game is.  What are the reward mechanics like, who would the game appeal to, and what are the goals of play?

2. What do the characters do?

I see some cool stuff about psionics and about government watchdogs, but those are sounding a lot like character archetypes.  Instead, tell me what the characters do during play.  What are their general capablities and their motivation to act?

Peace,

-Troy

Adam Dray

He talks about QBase here. I believe his first post in that thread links to a PDF of rules.
Adam Dray / adam@legendary.org
Verge -- cyberpunk role-playing on the brink
FoundryMUSH - indie chat and play at foundry.legendary.org 7777