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Ember: Rise from the Ashes (Stars Without Number Setting)

Hello Players!

I'm a GM of 25+ years of experience looking for players to form a tight knit crew to journey into the Ember Sector built with the Stars Without Number sector builder using an indy sci-fi skill based system. The campaign will be an "open world sandbox" design where players immerse themselves within the Ember Sector - a sector clawing it's way out of the ashes of a fallen galactic empire.

PCs will need to be proactive and engage the world around them because there are no "quest givers" sitting in a tavern waiting for "heroes." Peoples, organizations, governments etc. will react realistically with their own motivations and goals.

How will you make your way in the Ember Sector as it rises from the ashes? Exploring ancient human or alien ruins for wondrous tech? Transportation of legal or elicit goods? Mapping new hyper lanes? Salvaging derelict ships and abandon settlements? Or even fighting for a worthy cause?

All are for the taking...for the right ship and right crew.

Campaign Focus

  • Exploring the hidden secrets of the Core Worlds, uncovering the mysteries of derelict ships, or trail blazing new hyperspace lanes.

  • Life in space can be hostile while planet side can be just as dangerous. Surviving environmental hazards or physical and social threats tests a character's fortitude and ingenuity.

  • Combat is lethal. Healing is slow. Rations are mandatory.

  • Remaining in character as much as possible while being true to your character's motivations, goals, flaws and personality.

INDY SYSTEM:

​We're using an indy sci-fi skill only system that uses 2d6 for resolution which works with the SWN book. Levels have been replaced by a point buy system to give you more freedom to develop your character. You'll spend XP to increase your attributes, skills, specialties and psionic powers. The rules and point buy system have been added as handouts for easy reference.

If you have played a skilled based system like Star Wars d6 by WEG or World of Darkness it will be familiar. The skill system allows for greater player agency and diversity not being locked into predefined roles.


Player Application

Step 1) Answer the questions below.

Step 2) Based on the answers given I'll invite some players to a private chat via Skype or Teamspeak to get to know each other a little more and answer questions you may have. I'm an open book so ask away!

Step 3) From here I'll invite the top people for a Session Zero. This will entail character creation as a group and set up for what type of crew you would like to be and final evaluation of all players.

(There is no right or wrong answers)

  1. How many games are you currently playing in or GMing?
  2. When did you start playing RPGs?
  3. Which RPG(s) have you played?
  4. Which one is one of your favorite and why?
  5. As the GM I feel that I should make an interesting playground to enjoy, besides being respectful of other players what do you think makes a good player?

Thank you for your interest :)

Your GM,

-Keaggan


About the GM

I highly value immersion and staying in character as much as possible. To foster this I'm running a campaign with a more serious tone by giving players believable NPCs that have layers to them to interact with. Likewise locations will have logical behavior from hazards space stations to perilous strange alien worlds. This doesn't mean every moment needs to be somber. Joking is fine but be mindful to keep silliness out of heavy moments.

I'm also not out to get players nor do I have a “me vs them” approach but work with players to make a challenging RPG experience. Along these lines the environment, locations, hazards or people the characters come across won't always be friendly. This is a dangerous campaign with weapons, stress and anxiety leading to possible physical, mental and social scarring. In turn these could inspire deeper character development as they deal with these new complications.

While rules are important if we come across a situation where it feels broken, I try to be fair in my rulings and if a player has a question after a brief discussion a decision will be made for that specific session. After the session we can talk more but slowing down a game for a long debate isn't something I'll do. During the game I don't hold a player accountable for being ignorant of a rule. I'll explain what's at stake and how a rule is being used then ask if they still want to continue if something seems unclear.

The Ember Sector

Hundreds of years after the Scream (history below) a crew of trusted friends (the PCs) seek to leave their shattered sector known as “The Jungle.” Once reaching the Ember Sector opportunity awaits anyone with a ship. A ship means freedom and work. However, maintaining a ship isn't cheap...or always safe. The planets of the Core Confederacy have only a recent history of peace. The worlds may appear to be united to the out side but greed breeds conflict. Sometimes through subtle political means or by threat attacking from the shadows.

Neutral factions like the independent navy, Shield Force or a wealthy institution like The Consortium act as insulators that loosely bind this fledgling new order. But some suspect they too have their own hidden agendas.

History of the Galactic Empire

The year is 3200. Humanity is scattered like dust among the stars. The broken relics of a former day litter the sky and men and women struggle to rebuild the glory of humanity’s lost golden age.

Countless nations, faiths, and ideologies sent colonists to the darkness above to find new homes here they could live free from the oppressive rule of Terra’s calcified masters.

The spike drive touched on different worlds. It folded the tissue of space and time and pierced it to emerge at distant stars, but the space between touched in turn those who traveled it. Over the course of generations, this subtle influence shaped certain descendants of the starfarers. Th e condition that resulted was known as “Metadimensional Extroversion Syndrome” - MES. Most simply knew its victims as “MESses”. Later, they were known as psychics.

The channeling of psionic energy began the second great expansion of humankind. This reliance planted the seed of the golden age’s destruction. In 2665, a metadimensional pulse of unimaginable violence erupted from the Veil Nebula, washing over the whole of known space in seconds. Every psychic in human space was instantly killed or maddened by the surge, burnt out in what later became known as the Scream.

Over the past six hundred years, humanity has slowly, painfully begun to heal the wounds of the Scream. Human space is a vast canvas of mystery to most. Ancient nav charts are long out of date, there remain ruins of races that long predate mankind, and brave souls struggle to recover lost secrets.

Stars without number await you.

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

3 Players (3 Open Slots)

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