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Post by WildKnight on May 2, 2013 8:45:50 GMT -5
Far Too Human a science fiction setting by Tedd Haas
The records are incomplete, hopelessly broken, and without a return to Earth, it seems unlikely that the truth will ever be known. From what remains of the archives, historians have concluded that in the wake of global conflict called the Third World War, the population of planet Earth had grown weary of endless conflicts. The economies of the great nations were floundering, and it seemed as if the world might plummet into another Dark Age. Into the breach stepped an organization known as the Roman Catholic Church. The nature of this organization seems to have been primarily political, but with religious overtones. The church lent rebuilding funds to nearly every nation, on the condition that all leaders would take the advice of an individual known as The Pope. Over time, this “Vicar of Christ” ceded his political influence to a new position within the church, known as the Executive Archbishop, also known as the ExArch. Some time later (it is unknown whether this was decades or centuries…) the population of Earth reached critical mass, and the ExArch oversaw Project Exodus; a plan to preserve Earth’s natural environs by drastically reducing the population. Twelve enormous vessels, known as “worldships” were constructed, with each named for one of the signs of the Chinese Zodiac. Two thirds of the world population were chosen by lots, placed in suspended animation, and loaded onto these vessels. The ships were launched into deep space, and the navigation details erased completely before any crew would be awakened. There would be no return. The hopes were that these worldships would locate earth-like worlds for humanity to colonize. This is the story of the descendents of some of those unwilling colonists.
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Post by WildKnight on May 2, 2013 12:05:58 GMT -5
The Dragon Free Republics The worldship Dragon didn’t reach a habitable world soon enough. Instead, it drifted through the stars long after it’s populace had awakened, their numbers growing and their resources dwindling. Soon enough things reached a crisis level, and the elected leaders of the vessel were paralyzed. The head of the security forces, Han Tsu, stepped in and took charge. His decisive actions saved billions of lives, and he was soon named Supreme Chancellor. From his actions and writings descends the Dragon Free Republics, a massive roving fleet of conquerors and expansionists. Now the Dragons control dozens of planets, which they call “seed worlds”, but their true “home” is the fleet, led by the dreadnaught warship that was once their worldship.
Culture: The Dragons survive primarily through ongoing military expansion, feeding upon the colony worlds of other cultures and the stripping of resource-rich worlds they come across in their journeys. The Dragon Free Republics are divided up into a caste system originally devised by Han Tsu, with military personnel serving as the highest caste. In descending order the Castes are; Soldier, Priest, Technician, Scientist, Academic, and Laborer. All children of the DFR are created from the genetic material of elite members of their own Caste (and DNA from Castes is never mixed), natural childbirth is a thing of the distant past. Children are raised in specialized schools to make them good citizens of the Republic.
The Republic is controlled by the Council of Chancellors and the Supreme Chancellor. Each Caste (other than Labor) has a non-voting representative on the Council, but only the representatives of the Soldier and Priest Castes may vote. The power of the Council and Supreme Chancellor is frequently in flux as they squabble, but some would argue that the true power in the Republics are the Fleet Admirals who control the vast mobile war fleets and with them, a vast majority of the Republics citizens and resources.
The Priest Caste is charged with protecting the Orthodoxy of the culture. The Priests discourage monogamous relations (and romance in general, though polyamorous recreational sex is encouraged for all Castes except the Priests, who remain celebate), and ensure that only approved entertainment forms are available. Because they are not Soldiers, the Priest Caste is forbidden to carry any form of weapon, but they intensely study a unique Martial Art known only to the Caste, called simply "The Path." Priests are divided into smaller groups known as "Conclaves" that specialize in a particular form of Orthodoxy. For example, the Conclave of the Whispering Lie is dedicated specifically to policing the speech of citizens, including all recordings, music, etc.
Characters from the DFR (MURPG Rules) Since the DFR is essentially a closed society, all player characters must have the following Challenge (unless it's a strictly DFR game): Outcaste: 3 or 5 Stones For some reason you are no longer accepted within DFR society, or perhaps you fled intentionally. Either way, you cannot return. For 3 stones, you have been cast out for some relatively minor issue. Perhaps you lost a limb and opted to have it replaced with a cybernetic prosthetic, or perhaps you were simply incapable of performing your Caste-duties. For 5 stones, you are not merely no longer considered a Citizen, you are Anathema to the Republics. You are not hunted, but Authorities who recognize you may hold a grudge and want to hurt or even kill you.
Each Caste provides a benefit to those born into it; Soldier: Agility & Health cost -1CL, max out at 7 rather than 6. Close & Ranged Combat at -1CL. Priest: Intelligence & Agility cost -1CL. +1 Mod when using Close Combat unarmed, and an additional +1 when fighting someone who has no hand-to-hand Specialty for Close Combat Technician: Intelligence cost -1 CL. Technology Action -2CLs Scientist: Ingelligence cost -1 CL, maxes out at 8. General Knowledge -1CL, may purchase "Invention" Action based on GK, but limited to a single area for which they have a GK Specialty (Chemistry, for instance) Academic: Intelligence cost -1 CLs, maxes out at 8, General Knowledge -1CL Laborer: Strength cost -2 CL, maxes out at 7, +3 Energy Pool, +1 Energy Regeneration
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Post by WildKnight on Nov 19, 2013 9:45:00 GMT -5
The Monkey Clans The worldship Monkey found it's way to a solar system with two habitable planets, each with plentiful resources for several hundred billion inhabitants, which gave those aboard opportunities to settle and develop in relative peace when they were awakened from suspended animation. The culture that grew up on those twin worlds was one of tranquility and contemplation. Centuries later, when they first encountered the business-minded descendents of the Worldship Rooster, they were shocked at the onslaught of cutthroat capitalism and found their distant cousins to be difficult to get along with at best... but one simple reality dominated. Their long lost relatives had FTL travel and could traverse the galaxy, where the Monkey Clans had barely managed to retain the ability to travel between two neighboring planets from their original Worldship. Many of the Monkey People left their seed worlds and never looked back.
Culture: The so-called Monkey Clans are now little more than a few billion scattered individuals. Their original seed worlds are still known as centers of enlightenment, but are under the control of Corporations descended from the Rooster People. While there are still a few genuine monasteries and other centers of learning there, they are for the most part now resort worlds. The Monkeys were always a diverse lot, tolerant of other ways of life and thought, often to a fault. The only thing that ever truly united them was their dedication to protecting everyone's right to think and believe whatever suited them. Monkeys are often distrusted, seen as deadbeats and ne'er do-wells.
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