"Uncharted Worlds" is a Space Opera roleplaying game of exploration and debt, powered by the Apocalypse. Players will select and customise their characters, including their relationship to the galaxy's key factions, before being dropped into an unpleasant situation which can only get worse. How they dig themselves out is up to them.
Strada Alta Chapter 5: Too Good to be True
Chance has presented you with an opportunity to acquire some extremely valuable information, currently in the head of a ‘Doctor’ going by the name of Harlequin. Harlequin is currently trapped in a war zone on the planet Ulbacka, but for mercenaries a war zone means profit.
You have a contract for your new fleet to assist the democratically elected government of Ulbacka, the IUU, with the last stage of their civil war to take control of their world. The opposition are the Ulbacka Royal Family who have been strip mining the planet for their own profit. Based on your intel the contract fits well within your operational parameters, it will make for excellent publicity, and it’s very well paid. Once it’s complete pulling Harlequin out of the capital will be trivial.
You couldn’t hope for a better shake down run for the fleet.
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“Travel the Galaxy! Meet Fascinating New Life Forms, Then Kill Them!”
Set in the universe of the long running webcomic Schlock Mercenary, Planet Mercenary is a fast paced and hopefully humorous game about trying to make money by shooting people, or in this case via a major military operation to wrest control of an entire world from some pretty awful folk.
Knowledge of the game system or previous chapters is not needed, knowledge of the comic is a bonus!
"Uncharted Worlds" is a Space Opera roleplaying game of exploration and debt, powered by the Apocalypse. Players will select and customise their characters, including their relationship to the galaxy's key factions, before being dropped into an unpleasant situation which can only get worse. How they dig themselves out is up to them.
The moon of Tagata-V is shrouded by its many rings - rings that stories say are haunted. The first attempt to colonise the moon failed before it landed. The crew and passengers aboard the colony ship, Khonsu, simply vanished. The derelict now floats amid the rings like a tomb.
The second attempt successfully established the mining outpost of Izu. But the miners have been plagued by sinister events and a growing sense of dread. As vital supplies and travellers disappear without a trace, the situation has become critical. With the Stellar Amalgamate failing to respond to calls for aid, the colonists now seek salvation from those brave (or desperate) few who are prepared to risk death for reward and reputation.
This scenario is inspired by introductory adventures for D&D, though it is set in the space opera universe of Esper Genesis. It is suitable for all ages and experience. It uses the D&D5e rule set, though no prior experience with that system is required. There may also be a light use of miniatures and maps.
The big fish of this small, dusty, backend of nowhere pond has a job for you. Unfortunately you owe him, and while his thugs are not near as scary as they think they are he does have a gunship and just now you don’t. He keeps his word though which means if you do this job you’ll be free of him.
That means either the job’s not nearly as easy as he’s making out - or it’s worth a whole lot more.
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“Travel the Galaxy! Meet Fascinating New Life Forms, Then Kill Them!”
Set in the universe of the long running webcomic Schlock Mercenary, Planet Mercenary is a fast paced and hopefully humorous game about trying to make money by shooting people. Knowledge of the game system is not needed, knowledge of the comic is a bonus!
https://www.schlockmercenary.com/archives/
LARP by Andrea Landaker
This story takes place in the far future, where commerce and intrigue between alien and human worlds have become commonplace. This is partly as a result of the humans' contact with aliens called the Tonnin, who are the only civilization to have mastered faster-than-light travel.
New routes of trade have also brought new conflicts, however. The Khetani, an insectoid race who value efficiency and cohesiveness, have attacked the amphibious Aquecians. The Aquecians only have one planet, the watery world of Aquecia, but it is located in a strategic spot for trade between the Khetani and humans. When they wouldn't make room at their spaceport for the number of ships the Khetani requested, the Khetani decided to make room by clearing away some old Aquecian ships and taking control of the spaceport. The Aquecians were shocked at this barbaric behavior, as they pride themselves on their ability to get along and foster peace. The Khetani, on the other hand, can't understand why the Aquecians cared so much about the loss of a few old ships when the spaceport can now be used much more efficiently.
The humans currently enjoy peaceful relations with all the aliens they know of, and are determined not to take sides or get involved in other races' conflicts. Humans are mainly interested in the peaceful trade of ideas, goods, and science, and have their own problems on Earth to worry about.
This story takes place aboard the Tonnin-piloted shuttle “Redshift”, headed from Earth to the Aquecian spaceport now under Khetani control. After several hours in hyperspace, the destination is in sight.
How will the four different races aboard the Redshift resolve their differences?
Year 5 of the First Arcanotech War. The Nazzadi, a proud and ruthless alien race, has moved through the solar system setting ablaze Earth’s colonies. On arriving in Earth’s orbit, the conflict soon escalates into a full-scale war. At the forefront of this armada, a cell of Nazzadi soldiers achieve the honour of piloting Weaponized Relics. On the New Earth Government’s Ptolemy station, a class of Human cadets hope to earn their wings and join the fight. But soon all of their lives will change forever. Left with no choice, they are thrown into battle and must defend themselves, their family and their friends.
This game is run jointly with ‘WR Arnimor DUAL Unity’ and involves both cross over and combined play experiences between them. Echo focusses on the cell of Nazzadi soldiers and Unity focusses on the class of Human cadets. Each scenario is able to be played separately, though doing so will produce spoilers as there is about a 25% overlap in content.
Year 5 of the First Arcanotech War. The Nazzadi, a proud and ruthless alien race, has moved through the solar system setting ablaze Earth’s colonies. On arriving in Earth’s orbit, the conflict soon escalates into a full-scale war. At the forefront of this armada, a cell of Nazzadi soldiers achieve the honour of piloting Weaponized Relics. On the New Earth Government’s Ptolemy station, a class of Human cadets hope to earn their wings and join the fight. But soon all of their lives will change forever. Left with no choice, they are thrown into battle and must defend themselves, their family and their friends.
This game is run jointly with ‘WR Arnimor DUAL: Echo’ and involves both cross over and combined play experiences between them. Echo focusses on the cell of Nazzadi soldiers and Unity focusses on the class of Human cadets. Each scenario is able to be played separately, though doing so will produce spoilers as there is about a 25% overlap in content.
As a member of the Philemon's noble crew, you've survived all kinds of inane shenanigans at the hands of that cruel mistress, space. You've stared down bounty hunters, fought robot uprisings, and navigated through the inky blackness. Most importantly, you've got enough stories to write a bestselling autobiography.
Unfortunately, your luck has run out, and you've found yourself crash-landed on a Tien-forsaken asteroid somewhere in the far reaches of the universe. Your ship's oxygen filters are compromised, and there's only a matter of time before your saga draws to a close. Two hours, to be precise.
Let's face it, there's no point in being noble any more. There's only a few things worth doing at this stage, and they're all designed to give you a short burst of meaningful happiness.
After all, it's not like your passionate outbursts could make the situation any worse, right?
Admiral Kim: So she’s absolutely determined to remain in active service for the duration? Can’t be tempted with a choice teaching position at the Academy or a promotion? Can’t we just tell her that cosmic radiation will harm the baby?
Commodore Strassmann: She’s not a total idiot, just bloody-minded… Background radiation in the warren is lower than here on Earth. And ships are shielded for transit to the rabbithole. But yeah! She’s determined alright! And seems like she’s related to half the officers in Starfleet. I’ve had submissions from 4 Lieutenants, a Commodore, 3 Captains, an academy instructor, the Chief Engineer and Admiral Lapin herself. Aunts, cousins, brothers… Like bloody rabbits, these Lapins!
Admiral Kim: Let her try, then. We’ve been debating this for too long and lost too many good people. Kids have been growing up for decades on freight ships and liners. Though I’d have preferred a restriction on babies and toddlers. They’re a menace even on passenger flights. Shall we dredge up other recent requests and put together a crew. A courier, I think. Give her the speed and responsibility she’s used to, but in charted tunnels. A Scout is no place for children
Captain Jess Lapin: Hero of the Scout Corps; Discoverer of 3 habitable systems; Rescuer of the Passenger Liner Nomad with 2000 colonists aboard, Charter of 47 tunnels and star systems; Mother.
Join Captain Lapin, her 3 month old daughter Bronwyn and the crew of the fast courier Argent with their families, as they depart on their maiden voyage into the warren, the dark tunnels that link remote star systems and galaxies.
http://drbunnyhops.livejournal.com/tag/white%20rabbit I expect I'll be posting some non-spoilery game development stuff and spoilerful post-con reports