If you need more information, look at this huge wiki made by my former players and I!
What is Novo Aether? It's the greatest adventure ever. It's places like this.
And people like this friendly fellow.
Novo Aether is a futuristic space opera game with cybernetics, digital immersion worlds, big corporations, alien entities, political intrigue and more. We've ran two iterations here at CF, first one was Genesis and second game was Exodus. I would now like to start a third game; Legacy.
Mankind has expanded into the Galaxy more then 200 years into the future with the help of a massive alliance of near-humans called the Prime Collective. The Prime Collective is filled with species that evolved from humans dispatched by ancient civilizations on Earth. In addition, a massive galactic internet called the Uninet (or Omninet) exists, linked to all other worlds via the almighty ansibles. A cyber-world (dubbed the Hyper-Immersion Virtual Environment or Hive) also thrives, structured after both Second Life and a graphical, immersing internet. Adventures take place on and off this network. Cyborgs, Androids, wetware, aliens, spaceships, and AIs, oh my!
We ran into problems before with this setting as it was enormous and none of the systems could handle all the things we needed. Both games collapsed due to these problems, d20 Future was just a terrible system. I have finally found a system I actually enjoy and one that is flexible for all my needs. It focuses on storytelling, not the numbers, which is fantastic. This system is Fate
. It's the same system Spirit of the Century is based off of.
Note that my focus for this campaign is strictly story and characters. I enjoy high-caliber writing and well-crafted characters. If you are interested, be sure that you are willing to write. I'll be keeping tabs of those interested and will send out offers when we flesh out when and where and how.
PbP begins in about a week or more, with IRC sessions starting in mid-May on Friday or Saturday in the evening, EST! Post characters by this weekend to be included in the game! Any slots left open from Active Players will be opened to general public after this weekend!
You are a crewmember aboard the vessel Prodigal Son
. It is a deep-space independent freighter involved in fringerunning
, the practice of picking up shipping (and other more illicit) contracts between the far-flung sparse worlds of the Frontier. Fringerunning is long, tedious work that involves flying lengthy jumpgates for extended periods. Often deep-space crews have to put up with being in a wormhole for over a month or even longer, in addition to weeks of flight time between the systems. This monotonous work is punctuated with periodic danger, as the Frontier is often fraught with danger and lawlessness. The pay is good though and it's non-corporate work. The Prodigal Son
is owned and operated by Jules Arshad of the Republic of the East Indies. It has a large crew, including such positions as engineers, mechanics, helmsmen, navigator, chief medical officer, chief science officer, systems operator, security specialists, EVA specialists, Master-at-Arms, flight systems technician, general hands, quartermaster and even some passengers.
You fill one of these positions. Your reasons are your own, it could be a first step to owning your own ship some day, you could be escaping something, looking for something different or an adventure or just took the job because it's good pay for a season or two. All of you are somewhat new to the Prodigal Son
, no one has been here for more then a year. There will be multiple NPCs and it is perfectly fine if you want to add one or two to your background, i.e. traveling with family or friends with one of the mechanics that got you a job. There will be background NPCs that fill whatever roles aren't taken by PCs and a few pivotal NPCs. The PbP posting will begin with the travel of the Prodigal Son
to a small Frontier planet under mixed control by the Colonials and the People's Republic. The world is Theta 911310-Alpha. The official Colonial territory name is "Tillamook" while the Republic calls it "Chi Mi". PbP will establish interactions between the crew and the PCs and NPCs while the IRC session will begin the actual adventure and the events that transpire on the Prodigal Son
to launch the campaign.
Key to Making Great Characters
: Come up with a good concept! Create some background to your character, decide what he or she has been through and what they want to do. Run the concept past me! The group will be a crew of a small ship that operates in the Frontier. They have a chance to take part in things that are a lot bigger than just themselves. You are a crew that will be building a legacy!
: Pick a species. If you are playing a human, choose your heritage. Humans have extremely diverse cultures and are radically different. Agnatus, on the other hand, tend to stick to their species culture due to the insular nature of the Collective.
: Phase your character. We are doing 5 phases. It is a good idea to build your phases as different parts of the character’s life. For example, the first phase could be some attribute about the character (Dashing Good Lucks) or about where he grew up.
Let’s say you are a playing a human who lives on an Independent Frontier world, growing up in a small town. He has the Frontiersman Heritage. You were raised as a rancher by your father so you take the Rancher aspect and pick four skills associated with it. That’s one phase.
Next, he joins up with a Drifter Colony that arrived at the planet. There, he develops a repertoire for being a quick-witted, charming talker. So you pick the Silver Tongue aspect and spend your skill ranks accordingly. And so on.
Building a background like this and then taking your aspects (vs. trying to cram various aspects to a character not built) is the best way to go.
Some things to think about: Spending time with one faction may open more options or aspects later on (kind of like the Pursuit Structure works). If you have two ranks in the aspect Colonial Marine, you might find a war buddy somewhere. If you have three ranks in Professional Navigators Guild, you might be able to take the aspect Secret Shipping Lanes.
Remember, these guys can either be people with a storied (but not legendary or epic) history or a young kid fresh off the ranch. Instead of aspects that focus on the places he has been and things he has done, they might focus more on the talents and traits he has developed or stem from certain scenarios he had as a kid (shot a raging bull in the eye at six hundred yards when it charged his father, setting him up for the Eagle Eye aspect).
: Take your cybernetics. Each character has the intrinsic extra Pearl, Optronics and i-hardline.
: Post it for final approval and to ensure that it will mesh somewhat well (after all, personal conflicts are interesting) with the rest of the crew.
Our skill list is the following:
Acting, Acrobatics, Area Knowledge, Area History, Awareness, Bluff, Brawling, Charm, Computers (Systems Operations), Computers (Electronic Warfare), Computers (Slicing), Climbing, Craft, Culture (Human), Culture (Collective), Cybernetics, Dance, Drive, Diplomacy, Endurance, Engineering, Fence, Forgery, First Aid, Gossip, Heavy Weapon, Hide, Hunting, Intimidate, Investigate, Jumping, Leadership, Lie, Listen, Linguistics (Collective), Linguistics (Human), Literacy (Collective), Literacy (Human), Lockpicking, Mathematics, Medicine, Navigate, One-Handed Melee, One-Handed Ranged Ballistic, One-Handed Ranged Energy, Painting, Pickpocket, Pilot Planetary Science, Play Instruments, Repair, Ride Animal, Robotics, Seduce, Space Science, Sculpture, Singing, Running, Swimming, Sneak, Streetwise, Search, Sense Motive, Spot, Surgery (General), Surgery (Cybernetic), Survival, Scrounge Two-Handed Melee, Thrown Weapon, Two-Handed Ranged Ballistic, Two-Handed Ranged Energy, Tracking, Unarmed Combat