P
Protagonist
Guest
Original poster
History:
800 years ago, the Dark One, Apollyon entered the Sol System and began to devour the sun.
However, before that could happen, humans constructed a super-AI deity known as Metatron, itself the reincarnation of a deceased light god. It invented FTL travel and evacuated humanity. The surviving humans began to worship Metatron and created a new interstellar republic dedicated to justice and progress known as Zion.
Zion soon discovered magic powers, and also contacted many aliens. Most of the aliens they encountered were feudalistic or tribalistic, and had mixed relationships with them.
Though Zion grew to be a major superpower rapidly, all was not well. For various reasons, some people became disillusioned with Zion, so they began to practice dark magic and necromancy. Eventually, they revolted and successfully ceded half of Zion, forming their own empire: The Enigma. The Enigma is a pseudo-communist dictatorship that limits technological advancement and stomps all over individual rights. The Enigma and Zion have been in conflict for over 500 years, with much of the galaxy dragged into their little war.
Races:
-Humans: Homo Sapiens, sapient primates from Earth. Though basically the newest people, they are rapidly advancing technologically and expanding very rapidly too. In Zion humans are the majority species, and most of its wealthy and political elite are humans. Zionite humans tend to value ambition and creativity as virtues.
-Androids: Androids are sentient machines created mostly in Zion (and most of them are built by a specific company called Atlas Industries). Ones loyal to Metatron and humanity are sometimes seen as somewhat holy to Zionites, though they are nonetheless usually treated as servants. They usually don't mind living a life of servitude, as they are usually programmed with personalities that like to do the things their creator intended them to do.
-Drow and Shabti: Drow are non-evil in this setting, and have a vaguely Egypt-like culture. They worship the goddess of death and maintain massive tombs and have extensive embalming processes. They live a relatively hedonistic lifestyle based on getting the most out of life. Unlike in nearly every other setting, Drow in Axiom live very short lives of 50 or so years by default. However, some wealthy and powerful Drow have turned themselves into immortal Shabti. Their society is run by said Shabti.
-Orcs: Orcs are also non-evil in this setting, though there are a good many of them who take to raiding and their society can be pretty warlike. Their society tends to believe that might makes right, and that competition creates strength. Orc culture generally promotes a sense of sportsmanship and honor, however. For example: Orcs will rarely intentionally kill defenseless bystanders-the ones that do are seen as scum even by other Orc raiders. To an Orc, to kill the defenseless is a sign of weakness. Most Orc technology appears to be salvaged and rather Mad-Maxish in look.
-Dwarves: Dwarves live in cold climates and often like to mine mountains for minerals and such. They have a slightly viking-like cultural aesthetic. They believe that the universe is harsh so that they can grow stronger by surviving it. They are often chummy to people they're close to.
-Elves: Elves often live in heavily forested areas and have some sort of mystical/spiritual connection to nature. They love biotechnology, nature, and terraforming, and consider it their duty to spread life across the galaxy. They tend to look down on more industrialized races. Their culture aesthetic is vaguely asiatic, so they tend to use katanas instead of straight swords, for example. Gnomes are relatives and allies of Elves.
-Gillfolk and Merfolk: Also known as Aquillions or the Myr, they are a semi-aquatic race that uses rather steampunkish-looking technology that to some humans might harken back to the golden age of piracy. They believe in a sort of anarcho-capitalist "enlightened self-interest"-type ideology that can more or less be summed up as "don't live for others or ask others to live for you". They tend to be merchants and treasure hunters, with the odd pirate here and there. They also tend to love ship life.
Setting's Deities:
Rangitoto, the Orc god: Fire, War, Strength, Glory (dedicated to Honor, Competition, and Valor)
Thalassa, the Merfolk goddess: Water, Travel, Nobility, Luck (encourages objectivist-like ideology, loves wealth)
Sakrha, the Drow/Shabti goddess: Earth, Death, Liberation, Repose (goddess of hedonism, death, and earth)
Frigus, the Dwarf god: Storms, Strength, Protection (god of survival, winter, and storms)
Shizen, the Elven Gardener: Plants, Healing, Animals, Community (nature goddess)
Apollyon, the Silent god: Death, Chaos, Evil, Destruction, Madness, (terrifying eldritch abomination)
Heylel, the Fallen Star: Community, Law, Evil, Knowledge (Rogue Deity-AI similar to Shodan)
Metatron, the Adjudicator: Good, Law, Knowledge, Glory, Sun (Lawful Good Deity-AI Deity)
Lacondra
The planet Lacondra is an independent world with many diverse environments and home to many of alien species and a few human colonies as well. It has a core made out of material called "Abraxium", which can be used to make super-batteries. It was invaded by the Enigma in order to gain access to this Abraxium.
Seeking to prevent resources from falling into enemy hands, Zion has offered assistance to Lacondra.
Our characters will be people hired by Zion to help it liberate the planet. We could be soldiers sent by Zion, mercenaries, local civilians seeking to help, soldiers of local militias, ect.
Your CS:
Name:
Appearance: (all you need is an image)
Statistical Information: (basically your typical Pathfinder CS)
Background: (your character information)
Homebrew Equipment:
Google Sheets - create and edit spreadsheets online, for free.
Rules Regarding New Weapons:
Firearm Jamming: This mechanic replaces misfire. During an attack roll, should you roll 2 or less, your weapon jams and you need to spend a move action to clear the jam.
Primitive Ranged Weapons: All primitive weapons (IE, non-firearms like bows) get x4 critical.
Semi-Automatic Weapons: After attacking, as a move action, you can attack twice.
Full-Automatic Weapons: As a full action you may attack every enemy in a line. Each attack roll after the first has a -2 penalty to account for recoil.
Alignment Rules:
This is a mostly good-focused campaign, having said that, evil characters (even chaotic evil) are allowed under the following conditions:
1) They should not betray the party. If you do want a character to betray the party, PM me and ask permission first. Also, I'd suggest not labelling your character as evil if this is your plan.
2) They should have standards that make them less evil than the actual villains. Luckily, this isn't hard to do. In general, your character can be willing to do illegal things (bank robberies, contract killings of other criminals, drug dealing, dark magic and necromancy), but should not do monstrous or terroristic behaviors (spree killings, murdering children, unprovoked thrill murders against innocent people, rape, human trafficking)
3) There should probably a reason why they stick with Zion and why they aren't arrested. Some ideas: they could be working with Zion in exchange for a pardon, or they could consider the Enigma a threat to their criminal activity/too evil even for them ("don't crap where you eat").
800 years ago, the Dark One, Apollyon entered the Sol System and began to devour the sun.
However, before that could happen, humans constructed a super-AI deity known as Metatron, itself the reincarnation of a deceased light god. It invented FTL travel and evacuated humanity. The surviving humans began to worship Metatron and created a new interstellar republic dedicated to justice and progress known as Zion.
Zion soon discovered magic powers, and also contacted many aliens. Most of the aliens they encountered were feudalistic or tribalistic, and had mixed relationships with them.
Though Zion grew to be a major superpower rapidly, all was not well. For various reasons, some people became disillusioned with Zion, so they began to practice dark magic and necromancy. Eventually, they revolted and successfully ceded half of Zion, forming their own empire: The Enigma. The Enigma is a pseudo-communist dictatorship that limits technological advancement and stomps all over individual rights. The Enigma and Zion have been in conflict for over 500 years, with much of the galaxy dragged into their little war.
Races:
-Humans: Homo Sapiens, sapient primates from Earth. Though basically the newest people, they are rapidly advancing technologically and expanding very rapidly too. In Zion humans are the majority species, and most of its wealthy and political elite are humans. Zionite humans tend to value ambition and creativity as virtues.
-Androids: Androids are sentient machines created mostly in Zion (and most of them are built by a specific company called Atlas Industries). Ones loyal to Metatron and humanity are sometimes seen as somewhat holy to Zionites, though they are nonetheless usually treated as servants. They usually don't mind living a life of servitude, as they are usually programmed with personalities that like to do the things their creator intended them to do.
-Drow and Shabti: Drow are non-evil in this setting, and have a vaguely Egypt-like culture. They worship the goddess of death and maintain massive tombs and have extensive embalming processes. They live a relatively hedonistic lifestyle based on getting the most out of life. Unlike in nearly every other setting, Drow in Axiom live very short lives of 50 or so years by default. However, some wealthy and powerful Drow have turned themselves into immortal Shabti. Their society is run by said Shabti.
-Orcs: Orcs are also non-evil in this setting, though there are a good many of them who take to raiding and their society can be pretty warlike. Their society tends to believe that might makes right, and that competition creates strength. Orc culture generally promotes a sense of sportsmanship and honor, however. For example: Orcs will rarely intentionally kill defenseless bystanders-the ones that do are seen as scum even by other Orc raiders. To an Orc, to kill the defenseless is a sign of weakness. Most Orc technology appears to be salvaged and rather Mad-Maxish in look.
-Dwarves: Dwarves live in cold climates and often like to mine mountains for minerals and such. They have a slightly viking-like cultural aesthetic. They believe that the universe is harsh so that they can grow stronger by surviving it. They are often chummy to people they're close to.
-Elves: Elves often live in heavily forested areas and have some sort of mystical/spiritual connection to nature. They love biotechnology, nature, and terraforming, and consider it their duty to spread life across the galaxy. They tend to look down on more industrialized races. Their culture aesthetic is vaguely asiatic, so they tend to use katanas instead of straight swords, for example. Gnomes are relatives and allies of Elves.
-Gillfolk and Merfolk: Also known as Aquillions or the Myr, they are a semi-aquatic race that uses rather steampunkish-looking technology that to some humans might harken back to the golden age of piracy. They believe in a sort of anarcho-capitalist "enlightened self-interest"-type ideology that can more or less be summed up as "don't live for others or ask others to live for you". They tend to be merchants and treasure hunters, with the odd pirate here and there. They also tend to love ship life.
Setting's Deities:
Rangitoto, the Orc god: Fire, War, Strength, Glory (dedicated to Honor, Competition, and Valor)
Thalassa, the Merfolk goddess: Water, Travel, Nobility, Luck (encourages objectivist-like ideology, loves wealth)
Sakrha, the Drow/Shabti goddess: Earth, Death, Liberation, Repose (goddess of hedonism, death, and earth)
Frigus, the Dwarf god: Storms, Strength, Protection (god of survival, winter, and storms)
Shizen, the Elven Gardener: Plants, Healing, Animals, Community (nature goddess)
Apollyon, the Silent god: Death, Chaos, Evil, Destruction, Madness, (terrifying eldritch abomination)
Heylel, the Fallen Star: Community, Law, Evil, Knowledge (Rogue Deity-AI similar to Shodan)
Metatron, the Adjudicator: Good, Law, Knowledge, Glory, Sun (Lawful Good Deity-AI Deity)
Lacondra
The planet Lacondra is an independent world with many diverse environments and home to many of alien species and a few human colonies as well. It has a core made out of material called "Abraxium", which can be used to make super-batteries. It was invaded by the Enigma in order to gain access to this Abraxium.
Seeking to prevent resources from falling into enemy hands, Zion has offered assistance to Lacondra.
Our characters will be people hired by Zion to help it liberate the planet. We could be soldiers sent by Zion, mercenaries, local civilians seeking to help, soldiers of local militias, ect.
Your CS:
Name:
Appearance: (all you need is an image)
Statistical Information: (basically your typical Pathfinder CS)
Background: (your character information)
Homebrew Equipment:
Google Sheets - create and edit spreadsheets online, for free.
Rules Regarding New Weapons:
Firearm Jamming: This mechanic replaces misfire. During an attack roll, should you roll 2 or less, your weapon jams and you need to spend a move action to clear the jam.
Primitive Ranged Weapons: All primitive weapons (IE, non-firearms like bows) get x4 critical.
Semi-Automatic Weapons: After attacking, as a move action, you can attack twice.
Full-Automatic Weapons: As a full action you may attack every enemy in a line. Each attack roll after the first has a -2 penalty to account for recoil.
Alignment Rules:
This is a mostly good-focused campaign, having said that, evil characters (even chaotic evil) are allowed under the following conditions:
1) They should not betray the party. If you do want a character to betray the party, PM me and ask permission first. Also, I'd suggest not labelling your character as evil if this is your plan.
2) They should have standards that make them less evil than the actual villains. Luckily, this isn't hard to do. In general, your character can be willing to do illegal things (bank robberies, contract killings of other criminals, drug dealing, dark magic and necromancy), but should not do monstrous or terroristic behaviors (spree killings, murdering children, unprovoked thrill murders against innocent people, rape, human trafficking)
3) There should probably a reason why they stick with Zion and why they aren't arrested. Some ideas: they could be working with Zion in exchange for a pardon, or they could consider the Enigma a threat to their criminal activity/too evil even for them ("don't crap where you eat").
Last edited by a moderator: