
In 2065, the 99th
year of the interstellar journey to Alpha Centauri, Fleet long range probes
discover a derelict generation ship. The ship is brought into the fleet under
military quarantine as a small group of scientists work to uncover its origins. Within days, the investigation is called off
due to a catastrophic amount of radiation leakage and never entered again. Six
months later, a Fleet officer and your former colleague, sends an email asking
for a covert meeting. He has made a disturbing discovery about the recovered
ship and can only speak in person about it. What is this game about? This adventure is
about uncovering the secret of the recovered starship and encountering
SF-themed troubles along the way. Tone is a SF Noir/Punk/Pulp investigation and
exploration. Closer to the first book of The Expanse (haven't seen the show).
No Space Magic, light sabers, or laser blasters. Not likely to be combat heavy (and system is
deadlier than average). Players are competent, and possibly a bit larger than
life, but human. Maybe limited cybernetics. Who are the PCs? PCs are citizens on
a fleet of starships traveling to Alpha Centauri for almost 100 years. All PCs
were born in interstellar space and only know Earth from elders, books, or
videos. Most careers in a modern space-faring society will be available. Looking for 3-5
player, preferably aged 21+. New players welcome. The game itself isn't going
to be covering any "R" rated topics. I'm just an adult looking for
players who are mature from a play and cooperation standpoint. Must have at
least voice comms and preferably video comms (at least for session 0). Playstyle You're into
contributing to the game by being proactive, helping advance the story, and
doing what's fun for the table as much as for yourself. You're not overly
concerned about getting all the rules right every time, power gaming, or
min/maxing. You think having a character generation session with all players
present is the best idea for any game. Me, games are
supposed to be fun. I like humor and encourage the creation of moments that
we'll remember long after the game has finished. I don't really do voices. If
after the first session you want to redo your skill allocations then go for it.
Heck, roll a new character if you think you can justify it story-wise. Life's
too short to play something you don't enjoy and grind for months to get to the
fun levels. Length/Days/Time I'm in the Eastern
time zone (currently UTC-4). Preferring a Friday or Saturday evening game, but
other weeknights might be possible. This will be a
single adventure likely played out over 3-4 sessions depending on player
choices. Game System The system will be M-Space (a d100 system based
on the freely available Mythras
Imperative ). No previous experience necessary. I've GM'd d100 systems
before, but I'm going to be learning this as well. The Setting About 5000 people
are thought to be awake and active in Fleet society and probably ten times that
number are in cryogenic sleep. The Fleet is centered on a few city-sized
capital ships surrounded by a hundred years of improvised smaller craft. The general
technology level onboard has peaked at about the late-1990s in our time with
the obvious exception that non-lightspeed starship engines and space-related
technologies are more advanced than in our time. Societally, the
fleet has been cut off from Earth transmissions since 1998. The atompunk optimism of the first 30 years of the mission
has slowly transitioned to a grittier feel (think Star Trek transitioning to
Battlestar Galactica), but not a dystopia. The fleet population has begun to
fracture into factions, but most remain dedicated to the original exploration
mission. The big ships themselves have differences: from the orderly and
scientifically advanced fleet flagship; to the oldest, almost cyberpunk,
metropolitan ship; to the farm and
industry ships; to the hollowed out asteroids left over from ore and ice
mining.