New Horizons: A Game of Exploration, Betrayal and Occasional Murder [OPEN]

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ThewiseAl

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Aug 8, 2015
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[HEADING=1] New Horizons: A game of Exploration, Betrayal and occasional murder [/HEADING]

"The Reclaimer is the fastest ship in the 'verse. You have nothing to worry about, we'll be there and back before your tea gets cold" - Matlock Avninor
[hr]
[HEADING=2] Attention Citizens and Galactic Travelers![/HEADING]​

Are you looking for some credits? Is your current job leaving you feeling disenchanted and unfulfilled? Do you even have a job?

Well if it is money, adventure and thrill that you seek, look no further than the New Horizons Expedition. Helmed by the legendary explorer Matlock Avninor and the crew of the 'Reclaimer': the very same party that discovered the habitable planets of the Manon System and beat the Varuuls to landing on the priceless platinum comet, are now hiring thrill seekers, adventurers, settlers, geologists and able bodied men and women to embark on their most daring of adventures.

The newly discovered New Horizons wormhole is said to lead to a previously unknown and uncharted region of space. Our reconnaissance probes have shown that beyond lies a solar system splattered with habitable Earth like worlds and planets made of solid diamond. The bounty of riches before us is untold and the fame & glory is yours to grasp if you embark on this historic expedition.

If you are tickled by the idea of becoming a legend, seeing far off worlds and cultures, owning a majority stake of a diamond planet or settling a new world to start a new life, then come to the Scorpio Shipyard in Mars Orbit and sign up for the New Horizons Expedition.

Embark for a better tomorrow! You are in safe hands!
The ethereal lights of the billboard flicker as you read the message sprawled before you. The words turn over and over again inside your head as you try to makes sense of what is on offer. A call to adventure, a call to explore, a new life, fame, money....

You pause for a moment to look around. A small group of smokers that were gathered outside the nearby neon-lit bar had also noticed the new message appear on the billboard: a change from the usual news and ads that play from the screen they curiously approach the billboard to take note of the static wall of text. A few blocks down, you spy a larger crowd gathering near a similar billboard by the train station; its large screen displaying the same message as the one before you.

Your mind is abuzz with thoughts, you pay no heed to the crowd gathering around you as they mutter and exclaim to one another. There is something you must do.....

New Horizons await you, brave adventurer!


[HEADING=2]The Setting:[/HEADING]
Humanity has long since become a multi-planet species that has gradually etched its presence across the galaxy. Through its early years of space exploration, the denizens of Earth have made contact and encountered many forms of alien life, some benevolent and some malevolent. Through the ensuing times of war and peace, Earth and her colonies have continued to grow and prosper under the protection of her growing naval war-fleets and the policies and diplomatic cunning of the new Earth government, the New Earth Union.

The NEU holds very little resemblance to the governments of old, its members comprising of key industrial figures from various megacorporations that now dominate the political climate of 23rd century Earth. These megacooperations, such as the G5 (the group of five founding megacoorperations of the NEU) continue to rise and compete with one another for dominance across the emerging Earth empire to secure positions of power within the NEU and to exploit the boundless riches of space.
Earth, the central hub of the NEU, is home to nearly 22 billion multi-race inhabitants (though humans are by far, the most prevalent). The countries of old have foregone their ancient geographical borders and are now defined, shaped and governed by their regional megacorps. The face of the planet is littered with mega cities, some the size of countries that once were. Offworld, the terraformed colonies of Mercury, Venus and Mars continue to thrive, as do the cloud colonies of the gas giants and the mining colonies on the various moons of Saturn, Jupiter and the exo-planets of the Trans-Neptunian region. Beyond our solar system, humanity has seeded various planets in the neighbouring systems (eg: alpha centauri) bringing in new wealth and opportunities for the megacooperations back home on Earth.

At present, in the mid 23rd century, the borders of NEU territory span various solar systems and are widely regarded as an emerging, albeit young, power in the galaxy and are eyed with caution by many of the older alien races in the neighbouring sectors.

[HEADING=2]The Game[/HEADING]
One of the NEU's many interstellar probes has recently discovered a stable wormhole near the Aldmarii Sector and preliminary reports indicate a whole new star system harbouring exotic planets lie on the other side. At a time when current FTL technology has begun to show limitations in timely exploration of far-off worlds, the discovery of a new solar system at the NEUs doorstep has come at a timely fashion for the megacorps and its allies. Codenamed 'New Horizons', the NEU has called on its most famed explorer, Matlock Avninor to assemble a team to investigate this yet unnamed and unexplored region of space and claim it for the NEU.

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New Horizons is a game about the exploration of space and the many worlds that lie within it. It is also a game of deception and possibly betrayal/murder/shenanigans, it really depends on what you, the player, does. You are part of an expedition that is hastily been put together to explore the newly discovered solar system before the other pesky alien factions get their grimy pawns on it. With so much on the line the journey is surely to be a bumpy one.

There are many factions, cooperations, covert agencies and inconspicuous shadowy figures out there in the cosmos who have taken a personal interest in the expedition - for what lies beyond the wormhole is not only glory but its yet untapped riches as well. I mean, who doesn?t want a planet made of pure diamond? With such a high risk endeavour afoot, it is quite likely that the various external forces and factions may attempt to coerce players embarking on the expedition into holding secret allegiances and enacting various agendas on their behalf.
Therefore, nothing can be certain in New Horizons, other than perhaps that you are in over your heads.
Your mission brief is simple; make it through the wormhole and discover, explore and claim the riches of the new worlds that lie before you. However, be weary that other forces are at work (maybe even your own crewmates) and not everything is what it seems. There are many different ambitions at play here, some may lead to your downfall, others, the downfall of the expedition.
If you can survive the journey and make planet fall then you will be part of history, your name forever emblazoned in the great halls of adventurers and explorers...and then there is the money. Did I mention the money?

Fame, Glory and Riches await you. Will you try your luck with this expedition?


This game draws heavily from the Unknown RP run by Zemalac years ago and from games such as Resistance/Avalon and Knights of the Round Table/ any game with hidden or traitor roles. So if you played any of these games, then you have a slight idea of what you may be in for.

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ThewiseAl

New member
Aug 8, 2015
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[HEADING=1]Character Creation [/HEADING]

Secrecy is a key element in this game. Knowing things is half as important as preventing the enemy from knowing things. Therefore, character creation will be split into two parts;

Part 1: The generic character sheets

The generic character sheet represents the information that is publicly accessible by anyone. It represents the very basic information that can be gleaned by looking at a your character, therefore the information contained in the below form is not sensitive in nature and can be discussed or posted in the forum thread.

[HEADING=3]Generic Character sheets[/HEADING]​

Name:

Age:

Gender (if applicable):

Race: Human or custom (feel free to create any alien race you like, however, there are some ground rules you must follow:

1) Aliens must be corporeal. As in they must have a tangible physical body, so no ghosts, spirits or anything ethereal.

2) Aliens must be mortal. They can have naturally long lives or even resilience to various injuries but must not be immortal or immune to harm (physically and mentally).

3) Aliens must not possess any innate superpowers. By this I mean, your stock alien cannot possess the ability to shoot laser beams from his eyes, teleport at will, conjure up lightning storms, gain flight, shapeshift, have telekinesis..etc.

That said, I do acknowledge that aliens quite often differ from humans via their morphology and as a result may possess some physical advantages over their human counterparts. These advantages are enhancements, if you will, representing a refinement of an existing feature rather than an outright "power". I am happy to accept a character that is stronger than the average human due to their physical build, or one that can hear/see further, hold their breaths longer, see better in the dark, tolerate extremes of temperature/pressure..etc.

If you are unsure about what trait to give your character or unsure if it is allowed or not, feel free to PM me and I will be happy to work something out. Note: you will hear from me if I think you have a character that is verging on being a member of the Avengers)


Appearance:: What does your character look like?

Role: Leave blank if you do not wish to disclose your role at the start of the expedition. Otherwise, choose from: Frontier marine / Medic / SWAT / Bounty Hunter / Surveyor / Infiltrator.

Part 2: Classified Character sheets

The classified character sheets are where the meat of your character lies. It contains vital information such as, your character's real name (if you chose give an alias before), what equipment are they carrying, what role will they play on the expedition, his/her strengths and weaknesses, their backstory.

Of the information contained within, it is vital for your survival to keep your true backstory and true allegiance hidden from the enemy. If you betray this information, other factions will have a higher incentive to send their players after you.

Before we get to the 'Classified Character Sheet' form though, lets run by the key game concepts.

[HEADING=2]Equipment, Conditions, Roles, Allegiance, Boons and Weaknesses[/HEADING]


Equipment

All players will have the same basic equipment template; a primary weapon, a secondary weapon, a miscellaneous weapon and armour. Depending on the role you pick for your character the above template may deviate slightly with the respective changes being highlighted in the 'Roles' section.

Weapons in this RP are restricted to energy weapons and therefore do not consume ammunition. However, firing a weapon generates heat and players are reminded to pay close attention that their firearm does not overheat during combat. You can create a custom firearm if you wish, provided it a) matches the template of your chosen class and b) submit the design to me for approval before posting.

Body armour comes in three classes; heavy, medium and light. The level of protection they provide to your characters should be obvious from their class names. I should point out though that wearing heavy armour increases the risk of your character gaining the fatigued condition (see below) when engaged in sustained physical activity as well as incurring a penalty to rolls made to dodge attacks and movement over difficult terrain (due to the weight and cumbersome nature of the armour). Medium armour can also make the wearer fatigued but the risk is not as high (compared to its heavy armour counterpart) and there is a smaller dodge penalty that applies. Light armour, while providing the least protection suffers no penalties to terrain movement, combat or dodge rolls.

There is a finite number of consumables (eg: grenades, mines, explosives, medpacks, poisons) that can be carried on a person. Unless stated otherwise, a player can only carry two items of a particular consumable. Your exhausted consumables can be replenished by restocking with the Expedition?s supplies, which are in turn replenished when making planetfall on major settlement world.

Conditions


Positive and negative conditions are ongoing status effects that can befall your character during the course of the game and can incur bonuses/penalties, respectively, on die rolls. Depending on the negative condition, the ill effects can be removed via resting, removed over time, treatment by a friendly player or medic or by some other specified activity. Positive conditions unless stated otherwise will expire after a short amount of time. The following are some examples of known conditions but do not represent all the conditions available in the game.

Fatigued - your character is weary and near exhaustion. Penalties apply to combat, detection and investigation rolls. Condition can be removed via six hours of uninterrupted sleep.

Dazed - Your character is in a confused mental state. Penalties apply to most physical and mental rolls. Dazed is removed over time, short rest or concussive treatment from another player or medic

Inspired - Your character has newfound inspiration. Bonus to all die rolls.

Mortally wounded - Your character has received fatal damage and is in risk of dying. Penalty to all movement and action rolls. Condition is removed when medical attention is received via a medic or stabilised via another player.
Roles


Each player must select a particular role to play as (much like a class in RPGs). These roles will affect the equipment your character is allowed to carry and grants some special talents to your character. There is currently no limit to how many roles that can be taken by players.

Since a few of you have been asking, I am happy to accept a custom role than the ones listed below, provided that you take a look at the current roles on offer and use it as a template to PM an idea you have in mind. You need to consider what kind of skills you would posses, weapons that befit the role and how your role would be useful when outside a spacecraft/in the field. I can then work with you to refine the role (if need be) and add it into the list below.

Frontier Marine:

The classic NEU frontline fighter, the Frontier Marine is a combat expert and deadly marksman rolled into one lethal package. Comfortable with most conventional firearms these soldiers and mercenaries are a force to be reckoned with on the open battlefield or the tight corridors of a space station.

Marines are combat experts and therefore gain bonuses to combat rolls when using conventional firearms.

Special talents:
Select one talent to master

Combat Veteran: Primary weapon does more damage. Lowers penalty when using exotic weapons

Steely Resolve: Bonus to prevent fatigue onset. Lowers duration of negative conditions that have a timed duration

Designated Marksman: Bonus when engaging distant enemies. Lowers penalty against targets in cover

Equipment:
Select one primary, secondary and misc weapon, along with one type of armour


Primary: Battle rifle / Sniper rifle / Combat Shotgun

Secondary: Machine pistol / heavy revolver / Compact SMG

Misc weapon: Combat knife/ Proximity mine / Triggered Mine/ Explosive grenades

Armour: Heavy / Medium / Light
Medic:

Nothing reminds humanity more of its own fragility than when facing the grim spectre of death. Medics however are the select few that have risen through the ages to help stand against the slow decay of the body and mind from the ravages of disease and premature death. These 23rd century doctors are equally trained in human physiology as they are with alien, capable in treating the most mundane to the most severe of ailments across the known galaxy.

Most medics have a natural aversion from inflicting harm on others and thus carry a class specific penalty when using firearms, they also do not have access to a secondary weapon slot. However, as medic, they gain a bonus to any rolls made to treat/stabilise/heal other characters. The bonus is doubled if the treatment occurs within a medical facility.

Medics must have a supply of medical packs on their person to administer treatment to their more severely wounded/afflicted patients. If a particular treatment requires more medical packs than a medic is carrying at any given time then they do not gain their class bonuses when die rolls are made.

Medics gain access to a Med bag which they can use to either increase their medpack capacity or carry specialised equipment.

Special talents:
Select one talent to master

Combat Medic: Removes penalty for using lethal firearms. Grants bonus to treatment outside of medical facilities.

Lab rat: Bonus to insight rolls on negative conditions, toxins, chemicals and exotic diseases. Lowers penalty when treating characters of unique or unknown physiology.

Do-no-harm: Bonus to all non-lethal damage rolls. Increases the efficiency and recovery time of your medicines and concoctions.

Equipment:
Select one primary and one misc weapon, along with one type of armour. Also select one trait for your med bag

Primary: Revolver [lethal]/ SMG [lethal]/ Taser [non-lethal]/ Adhesive pellet gun [non-lethal]

Misc weapon: Pistol [lethal]/ Tranquilizer dart gun [non-lethal]/ Convulsive shock whip [non-lethal]/ Personal defense Shotgun [lethal] / Riot Shield (non-lethal)

Medical bag: Increase capacity (Holds three additional medical packs) / Defibrillator (removes the 'mortally wounded condition without consuming medpacks) / Painkillers (Removes the fatigued condition) / Adrenaline booster (temporarily increases the recipients hit points) / Beta blockers (reduces the number of medpacks required to treat a serious injury)

Armour: Medium / Light
SWAT:

The Special Weapons And Tactics unit represents the elite branch of law enforcement officials that boasts a history dating back to 20th century Earth. Initially developed to quell riots and public disorder the SWAT units have evolved to become an elite band of defenders of justice and peace in the 23rd century. A SWAT unit can come from any walk of life, though most are former law enforcement officials or retired members of the armed forces and even elite mercenaries. They are highly trained in high risk scenarios ranging from counter-terrorism to urban warfare and are sought across the systems for their expertise in close-quarter combat, hostage negotiations, urban siege warfare and unarmed combat.

SWAT members gain bonuses to combat rolls occurring in confined spaces and unarmed combat. Additionally, SWAT units gain a Tactical kit as an addition to their standard equipment.

Special talents:
Select one talent to master

Tap, rack, bang: Bonus to combat perception, agility and initiative when in close quarters.
Haymaker: Increases damage when engaging in unarmed combat
Demolitions expert: Bonus to arming and disarming explosives. Maximizes efficiency while reducing collateral damage caused by triggered explosives.

Equipment:
Select one primary, secondary and misc weapon, along with one type of armour. SWAT members can also select one item for their Tactical kit


Primary: Combat Shotgun / SMG / Special carbine / Compact crossbow

Secondary: Magnum pistol/ Garroting wire/ ballistic knife

Misc weapon: Concussion grenades/ Tear-gas grenades/ Anti-gravity grenades/ Riot shield

Tactical kit: Weapon suppressor (silences all firearms)/ Night vision goggles (bonus to combat rolls in low light conditions)/ Bomb disposal gear (bonus to disarming explosives and traps)/ Integrated heat sinks (reduces heat build-up in weapons) / Powered Exo-suit (doubles unarmed damage, becomes physically stronger) / Tactical EVA suit (armoured spacesuit for conducting spacewalks and surviving the vacuum of space for a limited time) / C4 & detonator (for breaching obstacles) / Tactical drone (controllable hover-drone with audio/visual gear, manipulatable arms and an integrated 'machine pistol' assault weapon) / Force field generator (deployable kit that generates an enclosing force field over a small area for a short time) / Camouflage gear (large bonus to stealth rolls. User is considered invisible only when in darkness)

Armour: Heavy / Medium / Light
Bounty Hunter:

The typical bounty hunter straddles that fine grey line of morality. Sometimes government hired mercenaries or freelancers taking on a cause or even career criminals themselves, bounty hunters roam the galaxy in search of their prey; someone with a big enough price on their head. Their expertise are as wide as they are varied and are famed for their cold and calculating methods, regardless if their target is wanted dead or alive.

Bounty hunters are capable of equipping two primary weapons and suffer no penalty when using exotic/unconventional weaponry. They also gain access to Gadgets in addition to the standard loadout.

Special talents:
Select one talent to master

Thrill of the hunt: Significantly reduces the chance of gaining fatigue when engaged in strenuous physical activity. Reduces the duration of negative effects that have a timed duration.
Executioner: Bonus to all combat rolls made against a known bounty or fugitive.
Web of lies: Enemy factions have a harder time accessing your data. Individual bonus to gather information rolls.

Equipment:
Select two primary weapons. One secondary and misc weapon along with one type of armour. Bounty Hunters also gain a Hunter's kit in which they must select one gadget to own.


Primary: Special carbine/ SMG / Sniper rifle / Shotgun / Combat crossbow / Assault rifle

Secondary: Garrotting wire/ Heavy pistol / Elector-stun whip / ballistic knife / Stun baton / Shotgun taser

Misc weapon: Concussion grenades/ Remote explosives / HE grenades/ Anti-gravity grenades

Hunter's kit: EMP (generate an electromagnetic pulse to temporarily disable electronic devices within a small area) / Heartbeat sensor (determine the presence of people through walls and other obstacles) / holographic decoy (a device that generates a dynamic hologram of your likeness to distract enemies)/ Personal cloaking device (temporarily become invisible from prying eyes) / Spider drone (controllable robotic spider equipped with audio/visual surveillance equipment & short-range wireless communication interceptor/ Personal EVA gear (Allows user to spacewalk for a limited time; includes oxygen mask & re-breather, thermoregulated clothing, zero-gravity jet pack, tethering harnesses)

Armour: Medium / Light
Surveyor:

Surveyors are a relatively uncommon sight in interstellar travel preferring solid ground beneath their feet and the open skies above their heads. Possessing a diverse range of skillsets ranging from wilderness survival, knowledge of alien flora and flora, geography and history these scholars and explorers are quickly finding themselves in high demand as the frontiers of space keep expanding.
Some surveyors also possess a keen knowledge in alien relics and artefacts found throughout the solar systems and the prices they fetch from museums and private collectors alike. These scholars of antiquity sometimes straddle a morally ambiguous area in their dealings but very few disagree the results a surveyor can produce when tasked with retrieving an artefact.

Surveyors gain bonuses to identifying toxic plants and animals and have an uncanny ability to locate sources of water and food in the wilderness. They also have lower penalties when moving across difficult terrains and obstacles.

Special talents:
Select one talent to master

Archeologist: Gain bonus to detecting traps and hidden compartments when investigating an area
Survival expert : Large bonus to passive perception when outdoors. Enemies gain a penalty when attempting to track you outdoors.
Wildling: You are proficient in scavenging resources from the wilderness and gain bonuses when using wilderness resources in your actions.
Relic hunter: Forgoes your misc weapon slot. Gain access to the Raider's kit and bonus to stealth rolls.

Equipment:
Select one primary and secondary weapon along with an armour type. If you took the 'Relic Hunter' talent you do not gain a misc item but gain access to one item from the Raider's kit, otherwise, gain 2 misc items

Primary: Revolver / SMG / Special carbine

Secondary weapon: Convulsive shock whip / Personal defense Shotgun

Misc items Anti-venom kit (recovers quickly from the poisoned condition) / Lucky charm (interact with charm to gain a random positive condition) / Explorer?s ring (You gain large bonuses when hunting and tracking the enemy / Elemental weapon (A melee weapon/firearm that does electricity/fire/poison damage, your choosing) / Personal camping gear (immune to adverse weather effects when sheltered using your camping gear) / GPS (gain insight into the most efficient route to a target location) / Disaster kit (bonus to heal yourself from moderate to severe injuries without a medic?s assistance) / Natural camouflage gear (bonus to stealth rolls when outdoors. Hostile animals have a harder time detecting you)

Raider's Kit (only if Relic hunter talent it taken): Night vision goggles (removes penalties for rolls in dark) / grappling hook launcher (removes penalty for climbing vertical surfaces)/ trap disarming kit (bonus to disarm mechanical & explosive traps)/ / Electronic jammer (disrupts electronic signals to and from the targeted device) / Thieves? tools (bonus to bypass physical locks) / Infrared goggles (Ability to see laser beam traps) / Ionised blaster (weapon that deals double damage to robotic/mechanised enemies) / Thermal cutter (Cuts through unshielded material with ease)

Armour: Medium / Light
Infiltrator:

Very little is know about the infiltrators other than they are rumoured to consist of former covert agents who may have worked for various clandestine agencies and cooperations scattered throughout the known sectors. Spies, assassins and rogues by any other name, the infiltrator specialises in getting sensitive information off the "wrong" hands and dispatching anyone who gets in their way...silently. Their methods are not known to most, least of all their motives, but it is almost certain that they are an ill omen to any who cross them.

Infiltrators gain a bonus to rolls made to avoid detection. They can also master two special talents instead of the default 1 and gain access to the Infiltrator kit

Special talents:
Select two talents to master

Cloak and daggers: Damage bonus when attacking a target who is unaware of the infiltrator.
Treacherous Sip: Gain a bonus to rolls when attempting to poison a target.
Grey hat: Gain a bonus when attempting to hack secured electronic devices
Tampered records: Enemy factions are more likely to be redirected to your dummy servers and spread falsified information when researching your character for their ally players.
Ghost agent: Gain a small bonus to rolls made during covert rounds
Skulduggery: Gain a bonus to combat rolls when fighting a target afflicted with a negative condition.

Equipment:
Select one primary and secondary weapon along with one type of armour. Infiltrators must also select one weapon modification for their primary weapon and one item for their infiltrator kit

Primary: Compact SMG / Sniper rifle / Assault rifle / Machine pistol

Secondary weapon: Silenced pistol / Garrotting wire / taser / wrist blade / Stun baton

Infiltrator kit: Assassin's bag (contains a variety of debilitating toxins and the respective cures) / Tactical stealth suit (increases bonus to stealth checks, become invisible for a limited time) / Malicious tunneler (increased chance to gain more useful data from a hacking attempt) / Climbing gloves (allows user to scale walls and other obstacles with ease) / Featherfall boots (reduces the acoustic signature of footsteps across various surfaces and lowers risk of triggering floor bases traps and alarms) / Brute force cipher (lowers difficulty challenge of hacking encrypted devices) / Thermal goggles (Reveals target concealed behind obstacles and other cloaked targets / Remote hacking rig (Short ranged device used for intercepting wireless communication and hacking electronics)

Armour: Medium / Light
Boons and weaknesses


The final step in character creation is selecting your boon(s) and weakness(es). Boons are simply advantages that your character has over other characters, while a weakness is a disadvantage that someone else could exploit to gain an advantage over you. In honour of the game Unknown, the source of which this game is based on, you the players will not know what the boons and weaknesses do until you submit your choices. This allows for some entertaining guesswork to determine what the names of each boon or weakness entails. Each player starts with one advantage, this is their "natural advantage". From then on out for every advantage you pick (you can pick as many as you want) you must also pick a disadvantage. At the end of the day you must have one more advantage than you have disadvantages.


Once you have made your selections, PM me the choices (do not post in the thread, as other players maybe able to discern your strengths and weaknesses) and I will PM you back with a description of what your choices entail. Here you can choose to change one single item, a boon or a weakness, and that change is final. So please think very carefully before making any changes.

Hidden Weapon
Fly, you fool!
Booksmart
Fist full of change
Trigger discipline
Improvised fighter
Danger sense
Sniper
Friends in high places
Inspiring leader
Jack of all trades
Iron stomach
Conditioned body
Kitted out
Free runner
Beastmaster
Experienced agent
Shoot the breeze
The IT guy
Sneaky hands
Master linguist
Practiced chemist
Self-medicate
Mad scientist
Turing tested
Powerful friends
Heavy firepower
Engineer
Grenade belt
Wilderness explorer
Renowned Xenobiologist
Tis but a scratch!
Dodge this!
Golden gloves
Super sleuth
Cloning vat
My precious
Bump in the night
Shield wall
Handsome Rogue
Escape Artist

Irrational fear
Alcoholic
Kleptomaniac
Terminally ill
Maimed
Wanted: Dead
Pacifist
Debtor
Deathwish
Junkie
Squeamish
Technologically inept
Famous Agent
Underequipped
Celebrity
Bad back
Afraid of the dark
Deadly allergy
Claustrophobic
Nemesis
Dabbled in the occult
Cursed luck
Dirty secret
Double agent
Illiterate
Old wound
Emotionally attached
Weak constitution
Cold blooded
Secondhand equipment
Physically unfit
Vampiric addiction
Unable to lie

Allegiance

There are many different factions throughout the solar systems (not just with the NEU) and each have taken a strong interest in this expedition, though their individual motivations for doing so are varied and hard to discern.

But how do you select your allegiance?

Well once you have selected your role, your boons and weaknesses and figured out what they are, I need you all to write up your character description (Bonus points if you can work your strengths and weaknesses into your backstory!) Then, enter all that information into the Classified Character Sheets (see below) and PM it to me. Once that is done, I will go over your backstories and assign you a suitable faction that you will swear allegiance to.

Once you have been assigned a faction, it is of utmost importance to keep that information private and confidential. It is perhaps the most important rule and task of this RP.

[hr]

[HEADING=2]Classified Character Sheet[/HEADING]​

REMINDER: Most of the information contained within are considered classified and should not be posted or discussed publicly, kindly PM me the completed classified sheet.

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} Real Name: Leave blank if you didn't use an alias in the Generic Character Sheet

} Role : Note: Your role isn't a secret per se but some players may wish to keep their special talent(s) or special equipment(s) a secret.

> > Special talent(s):

> > Equipment:
Personalise weapons and armour. All weapons are energy based and have no special properties about them unless specified by a Talent/Kit/Boon.

> > > Primary: (eg: SSV "Bane" Combat Shotgun with weapon suppressor attachment)
> > > Secondary: (AzTec "Rhino" Pistol with suppressor attachment )
> > > Misc: (Combat hatchet)
> > >Armour/Armour class : (Reinforced Thermoplex armour / Medium class)
> > > Specialist Kit item(s): Item(s) from your Tactical kit, Hunter's kit, Raider's kit or Infiltrator kit

} Boon(s):

} Weakness(es):

} Character backstory:

} Custom item : (Only if applicable by boon or weakness)

} Luxury item : Each player is allowed two luxury items to bring on the expedition. Cannot be a weapon of any kind!

[hr]
 

ThewiseAl

New member
Aug 8, 2015
7
0
0

[HEADING=1]Rules[/HEADING]
This section will cover the aspects of covert actions, faction communication, combat, looting treasures, and player death/inactivity.


[HEADING=2]Covert actions[/HEADING]

Covert actions are actions/tasks that you wish to execute in such a manner so that other players will not know your involvement (in theory!). As the name suggestions these actions are covert - send them to me via PM.

Covert actions are done in the background of regular roleplaying. Only the results of a covert action will affect the flow of the game, unless something goes wrong and you get caught out murdering someone in their sleep or something like that. For the sake of organisation, covert actions will take place in rounds.

At the beginning of the game the first round of covert actions will start. It will be filled by everyone receiving information and orders from their factions. You can choose to do something in secret or abstain, it's your choice. You will be informed when a covert round is starting and be given a deadline, you must PM me your desired course of covert action before the indicated time expires. Once the deadline passes I will collect all of the covert actions that were sent to me that round and either write a narrative of them all happening at once or play them out over the course of the next round, depending on circumstances and whichever option would be more interesting. It will be done this way because I'd like to keep my sanity intact--with this system I only have to worry about covert actions a few times a week rather than constantly.

You may only perform one covert action per round. This is important. Some boons or weaknesses might change this, but unless stated otherwise you can only do one. Choose carefully!

[HEADING=2]Contacting your faction[/HEADING]

Contacting your faction while on the expedition requires you to use your covert action. They're after all scattered through various solar systems--whatever method you have of contacting them (and you do have one, right?) probably takes some effort to use, and you have to keep it hidden from everyone else. However, there are times when it needs to be done.

You may contact your faction to perform the following actions:

Gather intelligence. You can ask your faction if they'll do some legwork/trawl the digital space to get you some information. You can gather intelligence on a specific player, faction, rumor, or whatever else springs to mind. Each player has an Intelligence score and a Counterintelligence stat for this purpose. You will not be informed of what your stats are, but you can make educated guesses from your Boons/weaknesses and/or specialist talents. When you make a gather intelligence action, I will roll some dice. Depending on the results of the roll you might get the information you sought: or you might receive either misleading or incorrect information, or none at all.

Report mission success/failure. You will be congratulated/berated, and either rewarded or punished. You may choose not to do this, but if you fail to report a mission success or failure and your faction hears of it, there might be unpleasant consequences. If you succeeded at an important mission, you may receive a reward as well, which can be anything from money to a resupply to a promise of greater assistance later on.

Reinforce You can ask for your faction to send some muscle your way to help out in a fight or provide a distraction. These shadowy generic figures can only provide such assistance in planets and settlements or other such places where they can easily get to, blend in and then disappear. As NPCs they can execute simple tasks (guard, follow, watch, fight..etc) and not complex tasks such as healing, hacking, infiltrating. That said, if you have access to certain boons/weaknesses you may be able to enlist greater help from these NPCs.

Please note that it does not take a secret action for your faction to contact you, only for you to contact them.

[HEADING=2]Combat[/HEADING]


There are three types of combat in New Horizons: Minor, Major, and PvP. Minor and Major are players vs the environment, while PvP is player vs player.

Minor combat is when there isn't any chance that the players could lose the combat. For example, if the Expedition comes across a biker gang armed with knives and clubs who immediately attack, there is no way the Expedition could lose that. The bikers would get cut down by plasma, zapped by tasers, shield bashed in the face. You can narrate this type of combat without any input from the GM, except for things like "The remaining enemies flee in terror." The players expend very minor amounts of resources (grenades, healing, etc) and then pat themselves on the back before moving on. Most combat will be of this type.

Major combat is another beast altogether. Major combat is any combat where the players have a high chance of being defeated. Monster attacks, hordes of hostiles, or assaults by Champions/leaders are examples of major combat. In major combat, all players involved PM me their actions (Example: "I try to sprint for the end of the collapsing bridge and shoot the Demon at the same time"). I then roll dice and determine how well that works for you. When I know whether you live or die, I tell you (Example: "You reach the end of the bridge before it collapses, and your wild shot puts a hole in the demons's chest"). Then you narrate your epic struggle in the thread for everyone else to see. Play continues like that until combat ends.

Major combat is very distinct from Minor combat actions. In minor combat, you can do whatever you like and be absolutely sure it will succeed. In Major combat, on the other hand, you will tell me what you want to do and I will roll dice to determine to what level you succeed. You might complete half of the action you wanted to, or less, or not at all.

Player vs Player combat is when players are fighting each other. Since none of the players knows the tricks that any of the others have up their sleeves, PvP can't work like major combat does, with each player writing their perspective of the battle. There are some similarities--every player involved sends me a PM with what they want to do, and I then roll dice to determine the outcome, but there the similarities end. With player vs player combat the action is narrated by the GM (me).

In PvP combat, both sides are trying to complete an action at once. In most cases, this is not possible (the usual scenario is both parties say, "I shoot him and dodge if he tries to shoot me"). The key is to remember that both actions happen at once: no "taking turns" here. I will roll dice to determine not only to what level your action succeeds but how much your opponent manages to do as well. So what you say you want to do is not necessarily what you will do, because your opponent is trying to kill you as well.

In all versions of combat it pays to be clever or awesome. In minor combat, if you do something incredibly stupid, you'll get hurt. In major or PvP combat, doing something stupid will get you killed, and doing clever things will get you bonuses (i.e if you can stack the odds in your favor, it will help).

[HEADING=2]Treasures[/HEADING]

New Horizons is a game of exploration, among other things. During your adventures, you will delve into ancient ruins, encounter ancient cultures, and introduce anyone who gets in your way to a lot of firepower or compassion (who knows what you will do). Along the way, you will acquire treasures. Whether it's an ancient relic from a long lost civilization or the magical heart of an entire empire, your faction wants you to claim as much of the wealth that is out there as you can, in their name. And at the end of the day, who's going to notice a few small items skimmed off the top, eh?

When there is a treasure hunt occurring--that is, when multiple players are competing for the same treasure--the rule is simple: whoever returns to the The Unknown is a game of exploration. During your adventures, you will delve into ancient ruins, encounter ancient cultures, and introduce all and sundry to the marvels of the modern age. Along the way, you will acquire treasure. Whether it's the sacred idol of some tribe of cannibals or the magical heart of an entire empire, your faction wants you to claim as much of the wealth of the Unknown as you can, in their name. And at the end of the day, who's going to notice a few small items skimmed off the top? Man's gotta eat, you know.The Unknown is a game of exploration. During your adventures, you will delve into ancient ruins, encounter ancient cultures, and introduce all and sundry to the marvels of the modern age. Along the way, you will acquire treasure. Whether it's the sacred idol of some tribe of cannibals or the magical heart of an entire empire, your faction wants you to claim as much of the wealth of the Unknown as you can, in their name. And at the end of the day, who's going to notice a few small items skimmed off the top? Man's gotta eat, you know.


When there is a treasure hunt occurring--that is, when multiple players are competing for the same treasure--the rule is simple: whoever returns to the Reclaimer or the designated drop-off point with the treasure wins. At that point it is assumed that you have a secure hiding place of some kind to store your ill-gotten loot. This rule holds true unless you are being actively watched/pursued by someone, in which case you have to shake them before you can claim the treasure.

[HEADING=2]Death and Inactivity[/HEADING]

Character death is something that is going to happen. People are trying to kill you, after all, just as you're out to get them. Similarly, there are going to be periods of time (sometimes very long ones) where certain people won't post at all. Occasionally, people will just vanish, never to be heard from again. In these cases, the character will either be killed (if I am fairly certain that the player won't be returning to the game) or made to vanish. If a character is vanished--that is to say, is removed from play without being killed off "on screen," as it were--then the player may rejoin the game when/if they get back online. If that player is you, all you have to do is drop me a PM and I'll say find a way to bring you back.

The death of an active player is a whole different story. It will happen, so be careful. There are only two rules for death: First, be aware that it may not be permanent. Certain boons allow characters to return from near-death or actual-death experiences. Second, your character's secrets die with them. No telling living players who killed you, no telling anyone your faction or your mission or where you hid your secret weapon or which cup was poisoned or anything that might be of any conceivable use to a living player.

Unless, you know, they can talk to the dead. In which case, chat away.

[HEADING=1]Guidelines[/HEADING]


These are general guidelines for playing in New Horizons. Read through them so you'll know what to expect and what is expected of you.

Posting
Whenever you post in the thread, please post at least a short paragraph. Single-line posts are unacceptable. I do not want a saga worthy of a Song of Ice and Fire but I want players to put some effort into your posts.

Secrets
Your character sheet--bio, boons and weaknesses, allegiance, specials skills & equipment--is secret. The other players will only know details about you if they're obvious (your race, for instance), if you tell them, or if they receive information on you from their faction. Information from your classified character sheets will be used to create rumors for the other players to worry over, but other than that everything is a secret. You will have to figure out who your fellow players are while at the same time trying to defend yourself from the hazards of unknown space and trying to complete your missions.

New Horizons

This game is not so much about what you know as what you don't know. Information given to you might not be complete, or might be utterly false. The only things you can trust are those you've experienced with your own senses, and not even then if you have been laced with a powerful hallucinogen. You will have to act stealthily, cautiously, and subtly, always worried about what you don't know, always trying to figure out events so they make some kind of sense.

Over the course of the game two unknowns will make themselves known to you. One is the obvious one: the mysterious wormhole and the worlds that lie beyond

The other unknown is your fellow players, and that is the most dangerous one of all.
 

ThewiseAl

New member
Aug 8, 2015
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Asclepion said:
What about an 'engineer' or 'helmsman' role, someone who maintains the ship?
I had thoughts about an engineer class when this was been created but it was doomed to failure on all counts. The game is not looking for a crew to take care of the Retaliator, it has its own crew and Captian for that and its not a vehicular combat heavy RP to warrant a need for a dedicated player in charge of ship repairs or navigation. The core of the game is exploring planets, retrieving and keeping secrets and treasure hunting and I feel like ann engineer class doesn't really fit with that is been planned.

That said, if you have a particular idea for how you wanted to play or have a vague idea about the skills you wanted to possess then drop me a PM and I can see a custom class to be allowed in.

avouleance2nd said:
Dice rolls and PvP are also something that can be tricky to manage properly (Especially when death is an option, from attacks you don't see coming, yes it's tense but it can also feel arbitrary especially with rps happening over a large time scale).

Again I'll try submitting something anyway, but I'd recommend thinking about what you want the player experience to be like and see how much of the information presented is core to what you want for the rp and how much could be smoothed over to make the game more stream line.

As Asclepion mentioned there are some roles and other details that feel missing, what might be an idea is to simplify the information you have on each role and offer them as examples while allowing other players to think of their own. It would be less work for you and give players more customization.

Also just curious but what information do you need on Alien races submitted?
Well on the dice roll matter, there are plenty of online sources and D&D dice generators to sort me out on die rolls and I have custom profiles that let me sort out the management side of things so I have a smooth flow of information. I have tested the mechanics out on this and different RPs and thus far, it seems airtight. Also, in PvP situations an attack that you don't see coming will very rarely kill you outright, mostly because players will never not see an attack coming from another player. The only exception to this is if the defender does something catastrophically stupid and becomes oblivious to the danger -or- the other attacker writes an absolutely moving masterpiece describing in perfect detail the environment, cover and tactics of an ambush attack they plan on executing- in which case he/she will get all the bonuses I can offer. The point here is that the outcome of a PvP battle is more on what the combatants do/write rather the than the die rolls itself; you can roll a natural 20 to "I shoot the guy" but it won't mean you will kill your target, while a well thought out post about attack, defense, equipment/environment use, exploiting a known weakness, etc that scored a "2" on a dice roll is more likely to grant you the advantage you seek.

Most of the information is purposely kept secret from the players, for several reasons: to prevent min/maxing, to make the players spend time performing outrageous deeds of courage and betrayal rather than figuring out how to do something according to the rules, to allow changes to be made without disrupting the flow of the game, and finally because I find it amusing.

That is a good point. People have PMd me asking to be pilots, mechanics and even cooks before and while I have allowed it in the past I find that they integrate poorly with the other roles: the main issue usually is that because they are unaware of the whole RP landscape they end up creating characters with either very specific skills or too few skills that don't come in handy too often. However, I believe your compromise of using the existing models as a template may work without me having to reveal the hidden elements of the RP to players. So, if a player can look at the existing rolls and pitch me an idea for a new role (along with how and what I can expect from their character) I will be more than happy to test it and put it in the game.

For anyone creating an alien race I firstly have the 3 rules as stipulated in the "generic character sheet", beyond that its a basic physical description of your character: physical features, height, colour, modality, etc. Think of it as an exercise of describing yourself (as an alien) to someone who is blind. Additional information can include, but not limited to: Languages spoken, planet of origin, race history, diet, preferred climates, etc... basically as much information as you feel creative enough to generate, as long as it doesn't breach my 3 rules pertaining to super powers and creating Godzilla type creatures, I am happy to accept a rich and strange alien race.

suspicious guard said:
This seems interesting; I like the faction idea. How many boons/weaknesses can we pick?
As mentioned, you can pick as many as you want. You get one boon for free, for every other boon you pick you must then also pick a weakness. You must always have one more boon than weakness.