Welcome to the Etherium

By thecowley, in Genesys

My homebrew setting for Genesys. I've been looking for a steampunk rule system that I could make work for it, and considered edge of the empire for a moment. But with this system on the horizon decided to wait for it.

So in prep, im writing down bit of a rough draft and maybe get some feed back as well.

Welcome to the Etherium folks.

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AGE OF EXPANSION

Years ago the first solar ship left the bounds of gravity and touched ground again with a neighboring world. Since then the new technology spread from world to world as avid explorers left their world's to sail in the clouds of the Etherium. Each world added it's own touch to these early vessels until the modern solar sailer came to be.

Great vessels able to traverse the expanse between world's with sails collecting light from near by stars to propel powerful engines; the represent the pinnacle of freedom. To be a Salior is to live a life of adventure and peril, risk and reward. Nearly as quickly this age of wonders began; new dangers arose as well.

Crinimals and bandits took to the Etherium in search of new ill gotten riches. Their captains becoming horror stories told to children and rarely spoken of in polite company. To stem the tides of theft and worse, the Coalition of Planets arose. Their members quickly swelled as they laid wasted to the great pirate lords, and they returned peace to the seas between worlds.

This High Navy patrols the Etherium in modern times. A watchful eyes for pirates and other peacebreakers. Now those that seek adventure sail to the edge of star charts, looking for new and wonderful worlds.

CHARACTER CREATION GOALS

My hopes is that with these new system, I will be able to let my players create their own unique species if they want, or shamelessly play a Navi (blue Avatar aliens). My current idea is to break extrapolate exp values based off normal character creation, and have all stats start at 1 with no other special ablities. Then write up a list of racial talents, that will cover things from being amphibious, having extra appendages, natural weapons like claws and other abilities that should be considered the genetic norm of a species. The inspiration for this is EoTE droid species, who recives quite a bit more starting experience but only start with 1s in their attributes.

After this I probably will follow close to the rules on character carers/classes, as I don't see a need to alter them at the time. I'm running on the assumption that they will be fairly similar in design to Edge of the Empire and I'm perfectly happy with those.

PLAYER OPTIONS

Besides the race creation goals I mentioned above, I plan on mixing rules from their space opera and fantasy options, and possible weird wars depending on what's there.

Magic will be avalible, as will some sci-fi tropes as blaster weapons. Solar Sailers will have cannons and other weaponry, but no energy shields. If possible, I'd like to let players design their own weapons, and I plan on making sample tables of basic or common weaponry as well.

I haven't decided on the in world explanation of magic, but I'm leaving towards tying it to the Etherium and solar sailer technology. I might change my mind though. Magic will be fairly uniformed though, with out the normal fantasy divison of arcane vs divine. Mechanically all magic will come from the same source.

Kk rant over. Let me know what you think. Also sorry for grammatical errors I'm writing from my phone.

Edited by thecowley

Esper

Espers are magical powers and those that wield them. Typically developed in species that have had exposure to the Etherium and solar sailers. Most espers are developed in childhood, though rarely an adult might develop an esper as well. Espers have been divided into five broad categories. Esper manifestations in the same category work in a similar fashion, though each is to a degree unique in appearance and function to each individual.

Loricatus - A defensive category of esper that makes the user tougher or sturdy in some fashion. Examples included hardening of the skin, regeneration, or blurring of users outline. If an esper helps you survive in dangerous situations, it falls under this category.

Arma- The manifestation of weaponry. Most espers in this category are melee weapons, such as swords and axes, though a few rare users can create ranged weaponry.

Sagitta- The ability to manipulate and release energy, such as fire or electricity, typically as a type of projectile

Cogitatus- Espers that allow the manipulation of another thoughts, feelings, or scenes. Also those that allow you to effect the physical world with your mind. These include things such telepathy, empaths, and telekinesis

Medens- A category of restorative and protective espers. They can heal others of injuries or diseases, create protective barriers around an area, and otherwise protect their friends and allies.

An Esper can also increase their power by using captured solar energy, such as the power packs of a sol-ray or the engines of a sailer.

Edited by thecowley