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Offline Tycide

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Orphan
« on: October 22, 2004, 01:56:23 PM »
//Orphan Setting Overview:
A few hundred years from now in Earth's future, things... don't go exactly as planned. A company called the CidTech Corporation launches a colonization vessel into the stars towards the Procyon System. It initially has one planet in-system, named Orphan.
They colonize and inhabit, then some ships from a rival corporation who want the colonies pull up and engage the ship. All ships get shot up and make planetfall somewhere (some on the moons, some on another planet that has entered system) the colonyship smashes into the single landmass on the surface of Orphan killing thousands of colonists and wreaking general havok and destruction.
The ship remains intact, but is mostly buried.
Fast forward time a few thousand years.
Due to the mutagens used in the terraforming processes, the human and base life implanted mutuate into various "races" elfs, dwarfs, etc.
There are new elements present vicincity this planet, most notably the ones responsible for "magic" which react violently with the fields created by the power generating drives from the ship. This is how technology and magic co-exsit in this world. Technology is far from rampant and widespread, more to the type of post-apocalypse, but there is a major civilization that is technology based.

//Author's note:
That's just a quick description, any thoughts at this point are welcomed, but there is alot that has been addressed out of this forum that isn't yet addressed here. I'll upload data as quickly as possible, but it's not in any type of organized format yet. So yeah, have at it  :D
"The meeting of the twins will bring about the close of time, and the very gods themselves shall fall from the skies..."
-Prophecy of Orphan

Offline CaptainPenguin

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Orphan
« Reply #1 on: October 22, 2004, 05:22:15 PM »
So...
The energy fields of the ship are broadcast over the entirety of the planet, reacting with the elements? Or perhaps it is spotty, so that regions of low or dead magic are areas which either have no field or none of the correct elements.
Currently Reading: "Kafka On The Shore" by Haruki Murakami

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Offline Tycide

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Orphan
« Reply #2 on: October 23, 2004, 03:37:25 AM »
The energy is only in a few very localized places, mostly on the crashsite, where the technology city of Sciencia thrives and a couple spots within miles of there.  When any of the larger Vehicles travel,  (the power generators are nowhere near small enough to be man portable) their engines do produce a similar effect, but much smaller, just enough to cover the craft, and in the case of combat vehicles, a little of the surrounding area. it's a broadcast energy effect, like the aliens on the movie Indepenance Day. However there are 2 "Mithals" on the planet as well and they create high magic areas and any of the vehicle engines are brought into this area are overwhelmed and subsequently breach core (detonate) So as such, usable energy technology is limited to a very small portion of the world. It can be directed and piped into power lines, but the maintence of such is highly expensive given the situation. They do have ballistic weapons, but mostly are used for defense as the ammunition is scarce and they have only one funtional de/re-constructor left.
"The meeting of the twins will bring about the close of time, and the very gods themselves shall fall from the skies..."
-Prophecy of Orphan

Offline Tycide

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Visualization
« Reply #3 on: October 23, 2004, 11:35:24 AM »
Ok, I finally got the website started. http://cidtechcorp.com/orphan/
and barely started it is, All that's there now is the astrology of the Procyon system as presented by Aimie, but I like it, tell me what you all think. Eventually one will be able to click on the planet orphan and be taken further into the site, but I'm still working on all that part.  :wink:
"The meeting of the twins will bring about the close of time, and the very gods themselves shall fall from the skies..."
-Prophecy of Orphan

Offline Tycide

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/Orphan Calendar System
« Reply #4 on: October 23, 2004, 03:12:33 PM »
//Time Tracking
1 Year = 4 Quarters = 12 Months = 60 Weeks = 360 Days
1 Quarter = 3 Months = 15 Weeks = 90 Days
1 Month = 5 Weeks = 30 Days
1 Week = 6 Days
1 Day = 24 Hours (16 light/8 dark)

//Months:
01> Angris   
02> Cassiris   
03> Tinnet   
04> Aniset   
05> Katet   
06> Teriwan   
07> Eriwan   
08> Sember   
09> Carber
10> Brandiber
11> Kittiber
12> Silber

//Days:
01> Orden   
02> Katiden   
03> Tamiden   
04> Janaden   
05> Nataden
06> Proden

//Seasons:
Spring (ris)   
Summer (et)
Fall (wan)   
Winter (ber)
"The meeting of the twins will bring about the close of time, and the very gods themselves shall fall from the skies..."
-Prophecy of Orphan

Offline Tycide

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/Orphan Rules Modification.Characters
« Reply #5 on: October 23, 2004, 03:20:06 PM »
//Age:
Players choose the age for their characters at 1st level.
For characters starting at levels higher than first, add 1 year per level.

//Skills & Feats System (SFS):
At initial character creation, the SFS is unchanged from the System Document (D&Dv3.5). As soon as a character is played, age and time tracking become vital to the SFS.
Characters must fill out a time budget sheet to analyze available time for personal maintence and improvement (PMI) as follows

24 - (required hours rest/day) - (total of all attribute modifiers/2)
- (1 hour if character eats) = (free time/day)

The remaining amount of time per day is available for duties (traveling, job) and improvement (skills, feats, abilites, and simEXP)
Used in blocks of 8 hours, the task must be performed 5 days out of the week to count for a weeks worth of activity. (it is possible to make 6 checks per month, per 8 hours, using one per week, then the 6th day, 5 times)

Improvement/training activities must be specified prior to rolling learning check. To find the number of IMP (improvement points) earned:
Skills, and soft feats:
weekly IMP = 1d(class skill points) + (key ability mod: skills only) + (mentor check result)
Hard feats:
weekly IMP = 1d(class HD) + (mentor check result)
Abilities, and simEXP:
weekly IMP = (1d10 + (ability mod: for abilites) + (mentor check result)) X (ECL: for simEXP)

Mentors must have a number of ranks in the Profession:Mentor skill and in the relevant skill equal to or higher than the rank being taught to the student or posses the feat being taught or an equal or higher relevant ability score to be able to add thier result to the roll

Mentor Check:
skill Profession:Mentor vs. DC = (highest student's current skill ranks or desired ability)
Divide the number succedded or failed by equally between all the students, rounding down.
Treat a natural 20 as a rolled 30, and a 1 as a -10, the mentor may take 10 but not 20 on this roll

Skill IMP Costs:
Base cost is 10 IMP / Rank
(i.e. 10 IMP for 1st rank, 20 IMP to go from 1st to 2nd Ranks, etc.)
COST MULTIPLIERS:
Class skill, usable untrained:      1
Cross-class skill, usable untrained:   2
Class SKill, trained use only:      2
Cross-class skill, trained use only:   4
A Character cannot have a number of ranks in a skill excceding thier ECL X 10

Soft Feats:
Soft feats are any feat that do not directly effect combat.
Soft Feats cost 100 IMP each
A character cannot have a number of feats (hard and soft) excceding their ECL

Hard Feats:
Hard feats are any feat that directly effects combat.
Hard Feats cost 100 IMP each
A character cannot have a number of feats (hard and soft) excceding their ECL

Abilities:
The cost to improve an ability score is IMP = (desired ability score) X 10
A character cannot have a natural ability score that excceds the racial maximum

A character gains 1% of their EXP as generic IMP that can be applied to any feat or ability.
Characters do not gain feats or abilities from leveling unless granted by a class.

When a character uses a craft or profession skill, in addition to the normal use of the skill, they also gain IMP as per the rules above.

//Racial Maximum Ability Scores:
A character's ability score cannot naturally excced the maximum for his or her race.
A racial max is calculated using the initial bonus to abilty scores to modify 18.
(i.e. an elf's racial max is: STR 18, DEX 20, CON 16, INT 18, WIS 18, CHA 18)
"The meeting of the twins will bring about the close of time, and the very gods themselves shall fall from the skies..."
-Prophecy of Orphan

Offline esaquam

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Orphan
« Reply #6 on: October 23, 2004, 11:58:41 PM »
Out of curiosity, how can a naturally orbiting and rotating body have an unequal diurnal cycle - 16 hours of light, 8 hours of dark?  For Earth, that is an artifact, at high latitudes, of the tilted axis of rotation.  It only applies to a narrow strip near ~60 N or S,  and changes during the course of the year: long summer days, long winter nights.  

Now, you could wobble the planet exactly once per orbit, and prevent seasonal changes for that strip, but it would still only apply to a rather narrow range of latitudes; one pole would have constant daylight (though weak), the other constant darkness.

I'm assuming, of course, that this is a "naturally" occuring system, which could be way off the mark.

Also, is there any reason why no other colonizing ships have arrived in those intervening few thousand years?  Seems a little odd that there was such a race to get here, but after the cataclsym it was never again an objective for anyone?

Intriguing, though.  I do want to hear more.
Esse quam Videri - Being, not seeming