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Hyperion Voyages: To boldly botch where no one has rolled before!

NOTE: We're not currently looking for more players, we're only seeking a co-GM !

Are you a D&D 3.5 / Pathfinder optimizer and want to learn more on how to branch into being a GM?

Are you teeming with character ideas and builds and want to learn how to GM but are nervous about having to manage players?

Are you an experienced GM but don't like having to keep track of a ton of rules?

Do you love making Roll20 maps and want an interesting change of pace?

If any of the above comes close, I desperately need a D&D 3.5e co-GM ASAP and you might be just the right person for it! My life has taken a turn for the stressful and I don't want to quit running my game because that'd be lousy and it's one of the few things that help de-stress me. We can talk about the particulars, but most of what I'd need from you are..

  • map building in Roll20 with considerations for ranged combat and cover,
  • assist in encounter building in Roll20 to rough specifications, although you'd be free to create "built" enemies,
  • assist with encounter suggestions and design,
  • occasionally assist with story suggestions / feedback, and
  • occasionally take over some NPC/enemy conversation and tactics.
  • (of course, I'll be doing a lot of that stuff too, I just need help)

Let me worry about the nitty gritty stuff like the rules, telling the story, managing the players, etc.

This is a FUTURISTIC setting for D&D. It's essentially the same rule set, but has a very different "game feel" through use of a number of fixes for official variants. If you want to know more about it, I created a detailed Obsidian Portal wiki including a section on the lore, excerpted below. PLEASE PM ME IF YOU ARE INTERESTED (do not make a message board thread for that), but you can ask any general questions here in the message board.

The setting itself is basically “what might have happened if the generic D&D setting had advanced 3000 years (assuming it doesn’t quite go Tippy-verse)”. Guns are a thing, space travel is a thing, etc. It’s common knowledge now that the “prime material plane” is unique in that it’s not a plane per-say but a collection of planets and star systems. The Hyperion Federation is the biological origin of almost all known peoples, and is similar to the Star Trek™ Federation in that it’s largely a post-scarcity society headed largely by a homogeneous government spanning multiple worlds. New worlds “join” the federation in much the same way. There isn’t really any other space nation (that a typical Hyperion would know of). Magic is considered taboo, and spellcasting is outright genetically impossible for the majority of the known galactic population. Psionics, meldshaping, and other non-spellcasting systems thrive (but psionics is more prevalent than other systems).

Technologically, “hypertech” is the way by which everything “advanced” in the known worlds operates. Everything is online, wireless, and in most cases self-powered, more so than we have now. Imagine iPads usable by thought and you get a picture of the everyday technology level. A Hyperion can simply look at a toaster after putting bread in it and it’ll come out the way they want.

All biological or technological Hyperions are genetically-incapable of casting spells in the “traditional” sense. It’s an inherent part of being a born or integrated Hyperion. Naturally, magic has come to be “taboo”. Warlocks and factotums and such can still use “spell-like abilities”, but those kinds of people are generally shunned by the populace, and will be among the first the public will likely turn on if bad things happen. There are many that don’t have these wonderful “gifts” handed to them at birth or through integration, so they can potentially cast spells. Spellcasters themselves are thus rare, actively feared by the general public, and may even be arrested on trumped-up charges.

All born or integrated Hyperions grow up using Hypertech every day as much as we use laptops and cell phones. They also have, among other things, an item familiar embedded at the top of their spine (smaller than the size of a pea). Both biological (fleshy) and technological (construct) Hyperions have an item familiar; fleshies get a “neural implant” and constructs have a “cyberghost”. All Hyperions (fleshy and not) can thus interact wirelessly with various devices, most notably, anything with a “Hypertooth Interface” (anything we’d consider mundane like a lightswitch, radio, elevator, etc.).

The usefulness of magic-psionics opacity can be seen in the case of how the Hyperion government controls a riot. Since magic users are oppressed by the general public, if a riot breaks out (which likely includes psionics but not magic) the Hyperion police usually can throw down a null psionics field and send in their own magic-using forces (using wands or non-spellcasting-class squads).

Another aspect can be demonstrated in the wording of detect magic vs detect psionics. Detect psionics reveals the presence of psionic creatures, but detect magic doesn’t detect the presence of magical creatures. This scares Hyperions, because magic users could potentially be hiding anywhere undetected, ready to terrorize the populace at a moment’s notice.

Additionally, all state-granted spell use is strictly controlled like guns are in our world. There are rumors of innately-magic shock troops being created by the state (using innately-magical creatures), but all but a few discount the rumors outright as they “know” the Hyperion government would never condone that kind of thing and “know” it’s impossible anyway because all Hyperions are born incapable of spell use.

Want to join this game? Make a post in the discussion forum below and let the GM know!

7 Players (2 Open Slots)

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1470875201 by Emrys T.