Post by jadenfayle on Aug 5, 2015 2:17:14 GMT
I've been working on this campaign setting for a bit, and I think its about ready to run. It'll be using the Dark Heresy 2nd Edition rules. For those not familiar with it, Dark Heresy is the RPG rules/setting for the Warhammer 40k universe.
Setting:
----
Threshold.
The planet itself is a Forge World. It means it is supposed to be run by a dogmatic priesthood that worship a Machine-God. The planet's purpose is to churn out technology to be used by humankind by and large. In this case, these machines provided by the Forge World are servitors. Cyborgs. The planet Threshold has taken the production of these machines to the edge of their dreams. The mightiest of these servitors created are the Jotun. Mighty and strong, they can break entire trained squads. If only it was easy to produce them. Such was the demand for Threshold's creations that they long since ran out of the resources to create the tools they were demanded of. Then came the rise of the Seventeen Lords of Threshold. They were traders. They were rulers. They could manage the mass populace in such a way that the Forge World could keep up with demand, and even exceed it. Though with the cost of production, came the expectation of service. Now at any time, the demand could skyrocket. Citizens could be tithed, young and old, to become the mighty warriors the Imperium of Man needed in these dark times. That is when the Teknarchy released the secrets of the World Tree.
Yggdrasil's mighty roots dug deep into the world. It was a well of knowledge, dating back as far as Threshold's colonization. Long since in the past, the priests of the teknarchy had reserved the use of the Tree to themselves, and those to be sacrificed to create the mighty servitors. Now. All could be called. All could be culled. So now every citizen of the Threshold is given implants. They allow the citizen to be converted into one of the mighty servitors, should he be called. Barring that, he would join the World Tree. All that he was, all his memories, would swim in the roots of Yggdrasil, and become one with his ancestors. Through this, all citizens were promised peace. That both their mind and their body would eternally work for the good of the Imperium. Though with this promise, the Lords saw many more uses. More than just the living sacrifice. Memories could now ... be traded. They could be sold, exchanged, used for evidence. Blue prints, secrets, no doubts of anyone's loyalty. Perfect spies. Or - perfect prisoners.
The Teknarchy was wary of this, but saw the use of it. More importantly, they saw the profits it brought to their production. However, they would not wish to lose control. No weak flesh desire could overcome the importance of their task. To this end, the Einherjar were created. They were not of the Teknarchy. No, they were the opposite of the self serving use the Seventeen Lords of Threshold created. These were humans that were about to lose everything. For one reason or another, they were about to die. Either by execution, or by lack of will to live. Or some other measure. Some were on their deathbed, when they were taken. Their old lives were taken from them. Made into a blank slate of memories. Training was poured into them. Knowledge. And they were set on their course. They are the end of the Line. They are the ones that keep the citizens obeying, and the Lords from getting too proud of themselves. The Planetary forces, the army, the police, they are not Einherjar. They are not the walking dead. To cross an Einherjar is to cross Justice Absolute.
And you are one of them.
---
So, for mechanics purposes:
Your characters can be of any Home World. It denotes your upbringing, what you did before you became an Einherjar.
Your characters can be of any Background except Adepta Telepathica or Mutant. No preexisting psyker has been knowingly chosen to become an Einherjar. Mutants tend to be Kill on Sight.
Your characters can be of any role except for Mystic. It is exceedingly dangerous for a psyker to become an Einherjar. Should you want to become one after play has started, let me know.
Your characters come into play with Common Lore (Threshold) +30, Common Lore (Einherjar) +30.
---
For RP Purposes:
Your character has no memory of his/her past life. You can create a character history if you wish, or leave it to my devices. Your character can have a few memories if you would like, such as Name, favorite food, color. Though most of it will be gone. You can keep your mannerisms if you want, though your character will not remember why they act a certain way. This is a challenge. Your character also has artificial memories placed in. Knowledge of the world, of commands. You know instinctively the rulers, the ranks. You may not know all the coats of arms, but you know where the Deli is four blocks away, and the fact that the driver of that cab is a convicted felon. You do not know everything, but you know a lot of things. (And you can ask me if your character knows certain things as well.)
---
If you're interested let me know. I am thinking about running on Tuesdays, Wednesdays, or Saturdays. This would ideally be an online game. Probably running it on Skype, largely text based. Grids as I can come up with them.
Setting:
----
Threshold.
The planet itself is a Forge World. It means it is supposed to be run by a dogmatic priesthood that worship a Machine-God. The planet's purpose is to churn out technology to be used by humankind by and large. In this case, these machines provided by the Forge World are servitors. Cyborgs. The planet Threshold has taken the production of these machines to the edge of their dreams. The mightiest of these servitors created are the Jotun. Mighty and strong, they can break entire trained squads. If only it was easy to produce them. Such was the demand for Threshold's creations that they long since ran out of the resources to create the tools they were demanded of. Then came the rise of the Seventeen Lords of Threshold. They were traders. They were rulers. They could manage the mass populace in such a way that the Forge World could keep up with demand, and even exceed it. Though with the cost of production, came the expectation of service. Now at any time, the demand could skyrocket. Citizens could be tithed, young and old, to become the mighty warriors the Imperium of Man needed in these dark times. That is when the Teknarchy released the secrets of the World Tree.
Yggdrasil's mighty roots dug deep into the world. It was a well of knowledge, dating back as far as Threshold's colonization. Long since in the past, the priests of the teknarchy had reserved the use of the Tree to themselves, and those to be sacrificed to create the mighty servitors. Now. All could be called. All could be culled. So now every citizen of the Threshold is given implants. They allow the citizen to be converted into one of the mighty servitors, should he be called. Barring that, he would join the World Tree. All that he was, all his memories, would swim in the roots of Yggdrasil, and become one with his ancestors. Through this, all citizens were promised peace. That both their mind and their body would eternally work for the good of the Imperium. Though with this promise, the Lords saw many more uses. More than just the living sacrifice. Memories could now ... be traded. They could be sold, exchanged, used for evidence. Blue prints, secrets, no doubts of anyone's loyalty. Perfect spies. Or - perfect prisoners.
The Teknarchy was wary of this, but saw the use of it. More importantly, they saw the profits it brought to their production. However, they would not wish to lose control. No weak flesh desire could overcome the importance of their task. To this end, the Einherjar were created. They were not of the Teknarchy. No, they were the opposite of the self serving use the Seventeen Lords of Threshold created. These were humans that were about to lose everything. For one reason or another, they were about to die. Either by execution, or by lack of will to live. Or some other measure. Some were on their deathbed, when they were taken. Their old lives were taken from them. Made into a blank slate of memories. Training was poured into them. Knowledge. And they were set on their course. They are the end of the Line. They are the ones that keep the citizens obeying, and the Lords from getting too proud of themselves. The Planetary forces, the army, the police, they are not Einherjar. They are not the walking dead. To cross an Einherjar is to cross Justice Absolute.
And you are one of them.
---
So, for mechanics purposes:
Your characters can be of any Home World. It denotes your upbringing, what you did before you became an Einherjar.
Your characters can be of any Background except Adepta Telepathica or Mutant. No preexisting psyker has been knowingly chosen to become an Einherjar. Mutants tend to be Kill on Sight.
Your characters can be of any role except for Mystic. It is exceedingly dangerous for a psyker to become an Einherjar. Should you want to become one after play has started, let me know.
Your characters come into play with Common Lore (Threshold) +30, Common Lore (Einherjar) +30.
---
For RP Purposes:
Your character has no memory of his/her past life. You can create a character history if you wish, or leave it to my devices. Your character can have a few memories if you would like, such as Name, favorite food, color. Though most of it will be gone. You can keep your mannerisms if you want, though your character will not remember why they act a certain way. This is a challenge. Your character also has artificial memories placed in. Knowledge of the world, of commands. You know instinctively the rulers, the ranks. You may not know all the coats of arms, but you know where the Deli is four blocks away, and the fact that the driver of that cab is a convicted felon. You do not know everything, but you know a lot of things. (And you can ask me if your character knows certain things as well.)
---
If you're interested let me know. I am thinking about running on Tuesdays, Wednesdays, or Saturdays. This would ideally be an online game. Probably running it on Skype, largely text based. Grids as I can come up with them.