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Misery and Methane: The Chronicles of Forge World 251B 73.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Fresh-Faced New User




Howdy folks.

I don't know if this is the correct place to put this, but I figured to give it a shot.

I wish to run a forum text based roleplay set on a planet I've brewed. Each user posts in reply to me or other's actions on a post by post basis.

Here's the whole spiel of it.


World summary:
Spoiler:

Forge World 251B 73.

Orbits a white dwarf star, the planet itself is terrestrial and has a toxic atmosphere with high wind velocity that exceed over 200 kilometers per hour, with temperatures that range anywhere from -162 to -167 Celsius on average. Oceans of methane exist across the planet with 3 continents, most of it unexplored and unable to be surveyed via satellite due to the raging storms and atmospheric conditions blotting out any scanners.

The population lives in isolated bunker complexes that have self sufficient hydroponics and temperature regulations. The world was settled initially during the Dark Age of Technology and was re-settled by the Adeptus Mechanicus in the 39th millennium.

Initial settlement process was only limited to specialist techpriests and workers and servitors requisitioned by the techpriests excavating and assessing the world. However at the start of the 40th millennium settlement begun to come into full sway.

Current population stands roughly at 127,000 registered inhabitants under control of Tech Lord Makius Stratum, who has ruled for the past 290 years with authoritarian measures and curfews in order to meet the exacts of the tithe placed on his world. Estimates for total population including unregistered non-persons such as mutants, illegal immigrants and outlaws range anywhere from an additional 12,000 to 30,000 individuals, although some say that this number is overly conservative and real figures may be up to 70,000 or more.

Four major settlements on the world exist, all interconnected by ancient mag-lev train tunnels of which only two of the ancient trains (of which there used to be several dozen) are operational.

Processing Center 01100011, or in the layman's lower gothic spiel, Center C. Located in the depths of methane sea 492X, or the X sea, the methane and other resources to be found in are first collected via methane pipelines and extraction units and sent down the mag lev tunnel routes to the rest of the networked settlements. Population figures are roughly at 15,000 total residents. Center C is considered fairly isolated and its population is strictly controlled and orderly.

The next settlement down the mag lev tunnels is located in the intermediary mag-lev route between Center C and the capitol, Kalisos. This settlement is named Faust and is the result of squatters and similar non-persons gathering and forming a shanty within the mag-lev tunnels. A skiitari force is garrisoned here to keep relative control of the settlement while the populace is used for slave labour and processing materials under strict supervision, however due to the settlement's size policing the settlement comes with its own problems. A citizen arbite force known as the Faust Vigils exists that tries to assist the Skiitari in their daily routine, critics of the Faust force stating they are little more than subservient thugs due to their brutalization of the settlement inhabitants. The main industries within the settlement are illicit trading markets, both illicit and legal mining and salvage operations and officially mandated recycling tanks where both organic and inorganic materials are processed. Population estimates of Faust range from 80,000 to 100,000- making it one of the largest settlement's on world. Numerous small shanty offshoots exist deeper within the tunnel systems, of which are periodically exterminated by Mechanicus security forces and kill-servitors.

The next settlement is Kalisos, planetary capitol. In comparison to most of the other settlements, the population here is small, only numbering roughly 5000 inhabitants. Administration and research is conducted here and Kalisos is tightly controlled by Tech Lord Makius's personal skiitari guard. The most vaunted relics of technology are stored here until sold or shipped off world.

The last settlement is Gate 3, which is on the surface. A space port, it has a tether for guiding in ships and is heavily fortified against the wind storms. Roughly a few thousand hardy souls live here and maintain it, there used to be two other landing zones but those have long since closed and have remained derelict for hundreds, if not thousands of years at this point. Other imperial offices are also found here, including ecclesiarchial chapels, habitations for off worlders and other temporaries.


Premise:

You and some others are part of one of three groups on some backwater, inhospitable forge world by the name of 251B 73.

Faction Spotlights:
Spoiler:


The Spurned Pact

An amalgamation of firebrands, dejected mutants, idealists, tech hereteks and criminals who've banded together in a revolutionary front to depose Tech Lord Makius Stratum from power to install their own regime. Ideals and aspirations vary from member to member, gang to gang and group to group but all are enemies of the current establishment. Worship of dark powers and shadows proliferate in this group and they will stop at nothing to achieve their goal of planetary domination.

Inquisitor Kelbrech of the Ordo Hereticus


An investigative unit sent in to find out why tithe disruptions had been happening on behalf of the Adeptus Administratum. Allegations of potential corruption within the ranks of the Adeptus Mechanicus and other suspicions are abound, as well as problems regarding the local populace. Kelbrech is an up and coming fledgling of an inquisitor, who has recently ascended their position after his master had died in the violence of the 13th Black Crusade and subsequent fall of Cadia. Calling upon an Exterminatus is of the utmost last resort for this inquisitor as he is still being judged heavily by his peers and it is desired to find the root of corruption and problems on the planet without serious problems.

Tech Lord Makius Stratum of Forge World 251B 73

A harsh autocrat who was appointed his position 290 years ago, a Magos Alchemys who has secured his power through the export of methane and other chemical products to the Imperium in vast sums and someone who has overseen the excavation of and exploration of the world 251B 73. Recent issues have caused the world to have less of an output than statistics normally indicated and this anomaly has caused unwanted attention from the inquisition.




Each faction will have its own secret dossier pm'ed to each of the players concerning details about their faction.

Character sheets will be unique for this one as there is a bit of chance involved with stat affected rolls.

Character sheet:
Spoiler:

Faction affiliation: You must choose one. Neutral civilians are not allowed, there must at least be an inclination or some sort of tie to the faction you are going for. Changing of factions during the course of the roleplay is allowed, but must be seriously considered.

Bio: Your character's backstory and details.

Physicality: Description of their appearance, age and general health, this can include mutations the character may have. Mutations are up to GM discretion.

Personality: Description of their mentality, personality and beliefs.

Statistics:

There is 6 different statistics. Each of them will influence different rolls, and each statistic will affect actions you perform. Action checks are mandated by the GM when they are necessary but will typically be for things that have a chance of success or failure involved.

The statistics are:

Vitality- How tough someone is, their general health and how sickly they may be.

Intelligence- How much raw intellect and processing skill the character has.

Strength- How strong and physically imposing the character is.

Agility- How fast, sleek and dexterous the character is.

Charisma- How personable or capable the character is at exhibiting and utilizing social expression.

Willpower- How strong willed and able to face the horrors of the universe the character is, in addition to how potent they may be if they are psychic (or simply how well they can resist such a thing.)


In addition to this there are skills. A character may have up to 3 starting skills and for narrative purposes this could be anything they desire and makes sense for their character and effectively gives a +2 bonus to tasks related to their skill.

A note that mutations should add and also detract a stat if a character has them. Being a psyker is considered a mutation for simplicity's sakes in terms of mechanics.


There is 18 stat points available and there must be a minimum of 1 per stat. An alternative to this is rolling for your stats with a 1d6. Rolled stats must be done via a roll post, and roll posts CANNOT be edited whatsoever or they are considered disqualified. Rolls must be done top to bottom, and once you roll you are stuck with that roll unless you wish to point buy instead and re-do your sheet.

If point buying, the maximum cap for a stat is 6. Modifiers from mutations or space marine implants can push this beyond.

Space marines are allowed but they are limited to Inquisitor Kelbrech's faction and they would only have 1 starting skill and it has to be related to combat. To compensate for this, space marines get a +2 to their vitality and strength. While this is set shortly after the Fall of Cadia, Primaris Marines are unavailable as character choices simply because Kelbrech doesn't have enough standing to requisition such formidable warriors.

Rolls will be done with a 2d6 with the statistics and skill, if relevant, added on top of the roll result. The GM will set the difficulty rating for each action done by a player that the dice+modifiers from statistics and skills add on must meet or surpass.

So for example: Bill attempts to hack into a databank. He has the tech skill + an intelligence of 3. He rolls 2d6+5. The difficulty rating for hacking into the databank is set at difficulty 12. He rolls two 4's scoring 8 total with his dice, and achieves a grand total of 12 with his modifiers making it an exact, borderline success.

In terms of gear/equipment, that will be given by the GM although things can be requested or talked over. Equipment will be heavily based upon the backstory and history of your character.


Overall, I'll be accepting a grand total of 12 players for now. If anyone has questions, do let me know!


This message was edited 2 times. Last update was at 2019/01/24 21:19:31


 
   
 
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