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GAT210-B RPG Game by Mikhail Shumilin
GAT210-B RPG Game by Mikhail Shumilin
GAT210-B RPG Game by Mikhail Shumilin
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Now, despite the protest of your mother, the
Terras government of Lighthouse wants to send you on
the exact same mission. Hoping to find out what really
happened to your father, you agree and decide to set
off on your journey. Armed with a good small ship, a
handful of technologies that make surviving in the
great ocean possible, and a bright mind, you set sail
on the adventure of a lifetime.
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The world of Blue Void consists of mostly ocean
water. Full of pirates, mercenaries, and other groups,
the ocean is a dangerous place. Scattered across the
horizon are many small islands which are devoid of
human life.
LIGHTHOUSE:
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itself, without having to rely on anybody else, making
it one of the few places to do so in the blue void.
NEW AFRIKA:
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Consisting of a large amount of ships and
barges, many of which have been melded together,
they serve as the home for the Aquas people.
Known for their belief of evolution, the Aquas
people believe that we should forget about living on
land completely and move on to similar floating
settlements similar their own.
Consistently on the move, the Aquas people are
known to be great warriors, not fearing any pirates or
raiders.
At the start, the settlement had to repeal many
pirate invaders and ocean raiders, making them learn
the hard way that they are not to be messed with.
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Character creation in Blue Void starts with
characteristics. The player determines how many
Characteristic Points (CP) he/she would like to put
into each of the characteristic types. The maximum
level of each characteristic can go up to 9. The player
is free to put in how many points he/she wishes into
each characteristic (each characteristic must have 1
point min.) out of a pool of 30.
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On top of these, there are derived characteristics. They
are created by performing some mathematical
operation on the above character characteristics.
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[STEALTH]: The ability to remain undetected and
avoiding the enemy. (DEX)
GENERAL:
ARMOR:
TRANSPORTATION:
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Characters are made from combining the main
characteristic types, derived characteristics, skills,
void power, and gear. You can mix and match these in
any way you wish, as long as the characteristic types
and skills don’t go over 9. Below is a sample player
role:
[AGE]: 19
[WEIGHT]: 150 lbs.
[HEIGHT]: 5’ 9”
[EYES]: GREEN
[HAIR]: BROWN
[OCCUPATION]: NAVIGATOR / EXPLORER
CHARACTERISTICS:
[STR]: 4
[INT]: 7
[REF]: 3
[DEX]: 7
[BODY]: 9
[MOVE]: 2
DERIVED CHARACTERISTICS:
[STUN]: 45
[HITS]: 45
[RECOVERY]: 13
[LUCK]: 12
SKILLS:
[PERCEPTION]: 2
[ATHLETICS]: 6
[EVASION]: 3
[MELEE]: 1
[GUNNERY]: 8
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[STEALTH]: 4
[CONVERSATION]: 7
[MEDICINE]: 7
[RESEARCH]: 3
[LOCKPICKING]: 6
GEAR:
[KATANA]
[BODY PADDING]
[BOAT]
[BACKPACK]
[AID PACK] x2
[BOOK] x10
[DIVING SUIT]
VOID POWERS:
[HEAL]
[GHOST]
RAMSEY:
[AGE]: ???
[WEIGHT]: ???
[HEIGHT]: 6’ 3”
[EYES]: RED
[HAIR]: BLACK
[OCCUPATION]: PIRATE / SLAVE TRADER
CHARACTERISTICS:
[STR]: 5
[INT]: 6
[REF]: 3
[DEX]: 5
[BODY]: 8
[MOVE]: 5
DERIVED CHARACTERISTICS:
[STUN]: 40
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[HITS]: 40
[RECOVERY]: 13
[LUCK]: 11
SKILLS:
[PERCEPTION]: 5
[ATHLETICS]: 8
[EVASION]: 6
[MELEE]: 6
[GUNNERY]: 7
[STEALTH]: 6
[CONVERSATION]: 9
[MEDICINE]: 4
[RESEARCH]: 7
[LOCKPICKING]: 4
GEAR:
[KNIFE]
[KATANA]
[REVOLVER]
[AUTOMATIC RIFLE]
[BULLETPROOF ARMOR]
[SUBMARINE]
[AID PACK] x4
VOID POWERS:
[DROWN]
[STORM]
[RAGE]
[GHOST]
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VIVIAN ICHORA:
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[AGE]: 38
[WEIGHT]: 145 lbs.
[HEIGHT]: 5’ 4”
[EYES]: BLUE
[HAIR]: BLONDE
[OCCUPATION]: CAPTAIN / LEADER
CHARACTERISTICS:
[STR]: 2
[INT]: 9
[REF]: 5
[DEX]: 5
[BODY]: 1
[MOVE]: 4
DERIVED CHARACTERISTICS:
[STUN]: 5
[HITS]: 5
[RECOVERY]: 3
[LUCK]: 14
SKILLS:
[PERCEPTION]: 8
[ATHLETICS]: 2
[EVASION]: 3
[MELEE]: 7
[GUNNERY]: 4
[STEALTH]: 6
[CONVERSATION]: 9
[MEDICINE]: 9
[RESEARCH]: 5
[LOCKPICKING]: 7
GEAR:
[KNIFE]
[BODY PADDING]
[BARGE]
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[BACKPACK]
[BOOK] x20
[AID PACK] x10
[DIVING SUIT]
[PURE WATER CANISTER] x5
VOID POWERS:
[HEAL]
[HEAL ALL]
[BURN]
CLARKE LIFE:
[AGE]: 33
[WEIGHT]: 190 lbs.
[HEIGHT]: 5’ 10”
[EYES]: GREEN
[HAIR]: BROWN
[OCCUPATION]: NAVIGATOR / EXPLORER
CHARACTERISTICS:
[STR]: 5
[INT]: 5
[REF]: 5
[DEX]: 5
[BODY]: 8
[MOVE]: 6
DERIVED CHARACTERISTICS:
[STUN]: 40
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[HITS]: 40
[RECOVERY]: 13
[LUCK]: 10
SKILLS:
[PERCEPTION]: 3
[ATHLETICS]: 7
[EVASION]: 4
[MELEE]: 2
[GUNNERY]: 4
[STEALTH]: 8
[CONVERSATION]: 8
[MEDICINE]: 4
[RESEARCH]: 5
[LOCKPICKING]: 3
GEAR:
[KNIFE]
[REVOLVER]
[BULLETPROOF ARMOR]
[SUBMARINE]
[AID PACK] x3
VOID POWERS:
[HEAL]
[DROWN]
[STORM]
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MASTER JONES:
[AGE]: 51
[WEIGHT]: 250 lbs.
[HEIGHT]: 5’ 9”
[EYES]: HAZEL
[HAIR]: BLACK
[OCCUPATION]: GOVERNOR / SLAVE TRADER
CHARACTERISTICS:
[STR]: 2
[INT]: 4
[REF]: 4
[DEX]: 7
[BODY]: 9
[MOVE]: 2
DERIVED CHARACTERISTICS:
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[STUN]: 45
[HITS]: 45
[RECOVERY]: 11
[LUCK]: 9
SKILLS:
[PERCEPTION]: 2
[ATHLETICS]: 6
[EVASION]: 8
[MELEE]: 4
[GUNNERY]: 7
[STEALTH]: 2
[CONVERSATION]: 8
[MEDICINE]: 3
[RESEARCH]: 1
[LOCKPICKING]: 8
GEAR:
[KNIFE]
[REVOLVER]
[BULLETPROOF ARMOR]
[SUBMARINE]
[SPEAR GUN]
VOID POWERS:
[RAGE]
[DROWN]
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Players take turns taking actions. Actions can be
either basic or advanced. Basic actions include:
[ATTACK]
[BLOCK]
[DODGE]
[GRAB]
[RUN]
[SWIM]
[OTHER]
[AIM]
[DISARM]
[ESCAPE]
[MOVE]
[RECOVER]
[DIVE]
[WAIT]
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Combat is resolved by looking at the DC number in the
weapon statistic.
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The main character sets off from Lighthouse with
the hopes of finding new habitable pieces of land and
the whereabouts of his father.
He sails to New Afrika with a small team on his
Galley ship to restock and get supplies. (1) While
waiting for supplies to load onto his ship, he stumbles
into a sweat shop and sees the horrible working
conditions. Wanting to do something about it, he finds
out about Master Jones, New Afrika’s governor and
goes to talk to him.
In his conversation, Master Jones lies to the
main character and tells the player that he is working
on fixing the working conditions. Since the player
comes from Lighthouse where people hardly tell lies, he
believes him. He also asks Master Jones about any
pieces of land, and Master Jones sends him to
specified coordinates in the ocean, promising there to
be a great, vacant, but habitable piece of land.
When the player sails over there with his/her
crew, they are ambushed by Ramsey. (2) The crew is
taken hostage, but the player manages to escape,
much like his father.
He floats for days, and is rescued up by the
Aquas people, much like his/her father. The player
finally meets his/her father (Clarke) for the first time,
and confronts him about why he never came back to
Lighthouse. (3)
Through their combines research, they figure
out that Earth is about to undergo another
catastrophe, similar to the “Tectonic Heat” incident.
They’re lead to the ship Graveyard because the answer
lies there to end the catastrophe. When they get there,
they find the location under siege from Ramsey and
his men. (4) Together, they repeal the invaders with
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the help of the Aquas people and the local Graveyard
population and defeat Ramsey. The player then has
the choice of either joining with the Aquas people or
returning to Lighhouse.
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Thanks for playing!
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