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Steamworks & Spirits: Campaign Info Draft

Area for building new Worlds of the OPS.

Steamworks & Spirits: Campaign Info Draft

Postby Sir Ronin on Tue Oct 13, 2009 9:29 pm

Steamworks & Spirits

In a Victorian Age, technology leaps forward, causing three major world powers to emerge. The British Empire, Chinese Empire and the North American Republic are in a state of cold war, their weapons of battle at the ready.

In civilized parts of the world, technology is abundant. Airships, weapons, replacement limbs, and improved vision are but a few of the advancements.

However, there are still wild places with uncivilized men, ferocious animals, and strange plant and animal life. Citizens pay top dollar for the exotic, and there are those with the stomach for adventure to go seeking it in the Unclaimed Territories.





Setting
    The year is now 1881. Twenty seven years ago, the Crimean War did not end in peace. The British crown crushed Russia with their superior night-time combat (the advancement of a handheld crank-electric light was funded by the crown to give their army the greatest advantage). With Russia part of the British Empire, Queen Victoria set her eyes on a larger goal. She attempted to spread a British Empire to all corners of the civilized world.

    Most of Europe fell to the ever advancing technology of the British army, navy, and soon the first British air force. Their airships were near unstoppable, until Chinese and American inventors followed in British footsteps. Before the British Empire could maintain a strong hold on the countries of Europe, the Chinese air force conquered most of South Asia and the Middle East and the American Air force absorbed all of North America (South America is assumed to be a wild jungle with little to no civilization). If Queen Victoria had gone to war with the Chinese Empire and the North American Republic, it could have ended in death to all of civilization. Her mad quest had come to a halt.

    The three major powers signed a peace treaty in 1874, but tensions are growing. Travel is highly regulated and in many cases restricted. Passports are extremely difficult to come by. Many explorers and traders turned to the Unclaimed Territories, (Indonesia, Australia, Antarctica, most of Africa, and all of South America) lands with no government that are ruled by the strongest tribes of men or the fiercest animals, to find the exotic to bring back to their home country.


Technology Level
    The Industrial Revolution has already begun but electricity is not yet widespread. There is an emphasis on steam- or spring-propelled gadgets that are similar to, or have the same function as, modern day technology (i.e., computers, night vision, cybernetic prosthetics, airships, etc.) There are no nuclear or silicon based technologies.

    Alchemy is the study and application of the paranormal and technology. It is slowly growing in popularity (although still an “underground” society and is not widely accepted), bringing more fantasy-like devices into the world. Paranormal energies, strange symbols, animated constructs, and time travel are but a few examples of what Alchemy has to offer.

    Most characters in this story will likely get their special abilities via a technological device, although they do not have to be the inventor of said device (i.e., stolen, bought, etc). As long as there is justification on the part of the character’s history, then almost any device can be thought up and carried by your character.


Realism Level
    Realistic Fantasy: The Fantasy elements in the story are limited to the paranormal, a.k.a spirits, ghosts, and other immaterial beings. Other elements not having to do with the paranormal are based in modern science, but have power sources limited to steam, springs, and limited electricity (i.e., Tesla devices).

    All devices are expected to have a brief explanation on how they work, to make them seem more realistic, even if it may not be possible in real life (i.e., how Dr. Brown explains the time machine, and the flux capacitor, in “Back to the Future”).

    Fashion should be loyal to the late 19th century and possibly into the early 20th century. Colors usually are earth tones; no hot colors or strange hair colors are used. However, most fashion does also include small devices on their person, along with whatever means to use or hold them (i.e., goggles, watches, belts, holsters, etc.)


Special Notes
    Characters should be created with a Power Level of Heroic or lower, which means they can be above average and have special abilities. (See Quick Terms and FAQ for more info on Power Levels).

    Species available for play are limited to Human and Dwarf. If your character has paranormal/abnormal physical qualities (vampire, shapeshifter, immortal, were-creature, etc), they may still be defined as Humanoid or Dwarven, which is basically human or dwarf, respectively. Please, no aliens or creatures beyond the reaches of Earth or early earthen legend.
"There are things in this world you cannot possibly understand, but I do."
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Sir Ronin
 
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Re: Steamworks & Spirits: Campaign Info Draft

Postby Evil Mastermind on Sat Oct 17, 2009 5:07 pm

This concept has been made into a reality!

If you find time or have interest, stop by the new Steamworks & Spirits forum. =)
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Evil Mastermind
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