Description: You awake from a stasis pod without any knowledge of your past, alongside 4 other people on board a cargo freighter named "The Harvest" that has been refitted for combat and stealth operations. Work to unlock the memories of your past, or seek to leave them behind and forge a new future for yourself and your friends. Whatever you choose, keep in mind: Your past has a way of catching up with you. ------------------------------------------------------------------------------------------------------------ Setting: The game takes place in an alternate universe in the year 2600, modelled on the universe depicted in the Dark Matter TV series. Several major corporations control every facet of interstellar society. I've also taken liberties in incorporating other tropes from other science fiction works into the story. ------------------------------------------------------------------------------------------------------------ This is my first time DM-ing, and I intend to use the rules as a loose guideline in crafting a compelling story for my players. Your choices will have consequences, but the game will be much more forgiving than it usually is. Changes: (1) Psychics are extremely rare, as the corporations and various criminal and government organizations have went through great efforts to either kill, imprison, or exploit all psychics to their own ends. If you choose to be a psychic, you'll have a fairly hefty chance of being targeted by some faction or another. (2) Humans are the only major intelligent species that exists in the sector. Androids, cyborgs, etc. exist as well. (3) Your interactions with the various corporations and other polities will heavily impact your experience. (4) Obviously the world is dynamic. Conflicts between different corporations and governments will impact the course of the game. Link to the game: <a href="https://app.roll20.net/campaigns/details/8885185/voidrunners" rel="nofollow">https://app.roll20.net/campaigns/details/8885185/voidrunners</a>