GAT210-B RPG Game by Mikhail Shumilin

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GAT210-B

RPG game by Mikhail Shumilin


Before the “Tectonic Heat” incident of 2012,
water covered approximately 70% of the Earth’s
surface. Now, scientists approximate that water is
essentially 99.9% of Earth. In other words, there are
no giant landmasses previously known as continents
anymore, only little islands scattered around the
world. Having no land also meant a changed way of life
for humankind. Hardly no resources like fossil fuels
could be found, and gasoline was as rare as diamonds.
New ways of energy had to be found. Things that
people took for granted before the incident like
electricity, security and peace of mind were scarce and
far in between… yet humanity was still kicking.

After the incident, there were no longer any


nations or governments. Chaos was everywhere. But
humanity always finds a way, and that’s exactly what
it did in this situation. As years passed, a group of
people calling themselves the “Terras” settled a small
island and proclaimed it to be the capital of the world.
They built a city called “Lighthouse” – a beacon of hope
for humanity to restore its previous life. They offered
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something that everyone wanted – technology,
security, and peace of mind throughout the savage
blue oceans. Lighthouse also became known as the
most technological place on Earth, where new
technologies were developed to convert water into
energy. Still, many of common technological devices
were lost in the incident, with no way to replicate
them, making them lost forever.
As more and more people flocked to Lighthouse,
the island got smaller and smaller. Engineers started
building structures vertically, maximizing the amount
of space as much as possible. But even then, there
were limits. However, life slowly was returning to
normal.

This is where you come in. Born in Lighthouse and


part of the Terras, you were raised single handedly by
your mother. Having never met your father, your only
knowledge of him is a story that your mother told you
when you were little – your father worked as a
researcher and was sent on a mission by the Terras to
find more habitable islands in the vast and unknown
blue void. He never returned, having presumably been
swallowed by the water. Following your fathers
footsteps, you grew up in his image.

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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:

A city which now acts as the capital of the world.


Built on what is known as the largest island
discovered by man after the incident, Lighthouse is
also the most technological city, using various devices
to harvest and convert water into an energy source.
Due to the overpopulation of the island, the engineers
have been structuring buildings in a vertical fashion,
maximizing living space.
Run by the Terras council, which is comprised of
wise elders, Lighthouse is a prosperous city with a
small defense force. The city acts like a safe haven
from pirates, ocean gangs, mercenaries, and other
dangers that the ocean carries with it.
A bustling metropolis, Lighthouse has multiple
ports and pollution free factories. The city can sustain

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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:

Named for the island having a strong


resemblance to the old, perished African continent,
New Afrika is considered the slums of the islands. Yet,
it manufactures a great amount of products, with over
50% of the buildings on the island being production
facilities.
Although not technically part of the Terras
government, New Afrika conducts business with the
Terras, offering them supplies and technology. Run by
Master Jones and his corrupt group of leaders, they
only worry about obtaining more credits for their
pockets, making New Afrika not the ideal place to raise
your children.
The population of New Afrika is 4% rich traders
and merchants, acting as the power holders and
decision makers across this piece of land. The rest of
the people are factory workers, slaving away for
meagerly wages.
New Afrika is known as being haven for the
slum of the blue void – thieves, killers, pirates and
other miscreants.
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THE GRAVEYARD:

Not actually a landmass, the Graveyard is


exactly what it sounds like – a graveyard full of
broken, half-sunk, discarded ship vessels.
Even so, many people live here, with the number
exponentially increasing each year due to the addition
of more and more vessels to the Graveyard.
A great source of spare parts, anyone who builds
ships and vessels is recommended to come here and
trade with a small group of people who call the
Graveyard their homes.
Recently, the Graveyard has come under
political scrutiny by the Terras and other groups for
having dangerous and unhealthy living conditions and
posing as an environmental hazard for the ocean
animals around it.

THE AQUAS SETTLEMENT:

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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.

Although the world is covered by ocean water,


conflicts still rage over issues between humanity,
much like in the pre-incident days.
Ecology is a huge topic. The ship Graveyard has
been getting lots of flak lately for exponentially
growing. Everybody realizes it’s bad for the ocean to
keep half-decayed vessels around, but the problem is
that there’s no other place they could be stored. The
small islands scattered across the world aren’t big
enough by themselves to keep these ships on there,
and wasting valuable land space where towns could be
built for wrecks is not efficient. Keeping the wrecks on
Lighthouse or New Afrika is out of the question, as
people would not want to live around these
monstrosities. The issue is still fairly new and is being
debated on constantly.
Another important issue is the conflict for
resources. After the incident, people were broken into
small tribes and raided each other for what little
resources and commodities they were left such as
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gasoline. Thanks to the formation of the Terras and
the city of Lighthouse, this is not so much of a problem
in civilized parts of the world anymore, although it’s
still a huge problem in the vast and unguarded ocean
waters, unpatrolled by the Terras.
Ramsey has been terrorizing many cargo ships
as of late, with reports only growing. Even though the
Terras have been growing and their noble power
expanding, Ramsey seems to be taunting them, with
no signs of stopping the raids. People are starting to
grow scared, even on land settlements that Ramsey
might come for them.

Blue Void is original because it fuses elements of


freedom, exploration, and mystery. The ocean is vast,
and stretches on forever. This gives players the
opportunity to make their own adventure and
encounter limitless situations from pirates, to cities, to
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(un)inhabited islands.
Set in a unique time period, Blue Void combines
technology like guns with old 19th century sea vessels
and the vessels of today.
A mad Max style adventure, Blue Void can throw
anything at the players, at any time.
Coupled with exciting locations like ship
graveyards, entire floating cities made from fused
ships and small island settlements, Blue Void offers
players to use their imagination at a time where it
counts and makes sense without having to rely on
highly sophisticated technology like radar or satellites
which take the fun out of exploring.

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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.

Strength [STR]: How physically strong your character


is. With higher strength, you can lift heavier objects,
carry more items, and do more melee damage.

Intelligence [INT]: How smart your character is.


Includes cleverness, perception and situational
awareness. Also influences how quickly you learn.

Reflexes [REF]: How quickly your character can


respond to things. Used in aiming and throwing, and
your ability to hit things.

Dexterity [DEX]: Overall physical abilities. Jumping,


running, swimming and climbing are all part of
dexterity. Also influences how easy you are to hit.

Body [BODY]: How tough you are. Influences your


character’s ability to stay alive and conscious. Used in
determining how much damage you take.

Movement [MOVE]: The speed of movement in actions


such as running and swimming.

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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.

[STUN]: [BODY X5]: How much stunning damage you


can take before you become unconscious.
[HITS]: [BODY X5]: How much killing damage you can
take before you are dead.
[RECOVERY]: [STR+BODY]: Determines how fast you
recover from damage.
[LUCK]: [INT+5]: Used to take points from here and
add to other places. Can provide that extra point boost
that you may need.

At the start of the game, each player is given 30


Option Points (OP). They can choose to spend these
points on these skills if they choose to. Each skill can
go up to 9.

[PERCEPTION]: Skills of observation and spotting


things. (INT)

[ATHLETICS]: Jumping, swimming, running. (DEX)

[EVASION]: Getting out of the way. Used for defense.


(DEX)

[MELEE]: Using any kind of melee weapons such as


knives, or swords. (REF)

[GUNNERY]: Using any kind of ranged weapons such


as guns or rifles. (REF)

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[STEALTH]: The ability to remain undetected and
avoiding the enemy. (DEX)

[CONVERSATION]: This allows you to gather


information from people you meet. (INT)

[MEDICINE]: Ability to diagnose and treat injuries.

[RESEARCH]: Ability to use and extract information


from machines such as computers. (INT)

[LOCKPICKING]: Opening locked objects such as


doors and safes. (TECH)

Gear is something every character needs in the


world to survive on their adventure. Bought with OP.
Credit cost is OP x 100. (1 OP = 100 credits)

GENERAL:

[BACKPACK]: 1: Used for holding 50 lbs worth of


items.

[AID PACK]: 1: Used for healing.

[BOOKS]: 1: Can contain anything from history to


training.

[DIVING SUIT]: 3: Used to go deeper and faster when


swimming in the water.

[PURE WATER CANISTER]: 5: Can be used to


replenish health or for void power.
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WEAPONS:

[KNIFE]: 1: Can be used many times in melee


situations or thrown for a one time use. Melee, DC = 1.
Thrown, DC = 2.

[KATANA]: 2: Used to cut enemies or objects. DC = 4.

[REVOLVER]: 3: Most basic ranged weapon. DC = 4.

[AUTOMATIC RIFLE]: 8: Has a range of 400m. DC =


6.

[SPEAR GUN]: 4: Has a range of 200m. DC = 7.

[DART RIFLE]: 6: Has a range of 100m. Stun = 5.

ARMOR:

[BODY PADDING]: 4: Light armor. Stops 3 hits.


Wearer swims at normal speed.

[BULLETPROOF ARMOR]: 8: Stops 7 hits. Wearer


swims slowly.

[BATTLE ARMOR]: 15: Stops 20 hits. Wearer cannot


swim.

TRANSPORTATION:

[BOAT]: 25: Small water vessel for 2 characters. Light


armor.

[GALLEY]: 60: Medium water vessel. Medium armor.

[BARGE]: 90: Huge water vessel. Heavy armor.


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[GUNBOAT]: 120: Small water vessel. Light armor.
Light damage. Small range. DC = 10.

[BATTLESHIP]: 250: Huge water vessel. Heavy armor.


Heavy damage. Medium range. DC = 25.

[SUBMARINE]: 300: Medium sized underwater vessel.


Fastest water vehicle and least detectable.

Void powers are special powers that characters


can use if they have enough pure water canister items.

[HEAL]: 2 canisters: Used to heal 10 pts. of dmg.

[HEAL ALL]: 4 canisters: Used to heal 10 pts. of dmg


to everyone around you.

[DROWN]: 3 canisters: Used to deal 10 pts. of dmg.

[STORM]: 5 canisters: Summons a lightning storm .


Used to deal 20 pts. of dmg.

[BURN]: 6 canisters: Summons a lightning storm .


Used to deal 25 pts. of dmg.

[RAGE]: 8 canisters: Summons a lightning storm .


Boost every weapon DC by 3 pts.

[GHOST]: 5 canisters: Camouflages the player. Remain


undetected for 3 turns.

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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:

The most infamous ocean pirate in the world,


Ramsey is rumored to have one of the most powerful
organized navies, and a loyal crew who would follow
him anywhere. There are very few people who have
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personally met him and lived to tell the tale, and those
that did, did so because Ramsey wanted them to
spread the word about him. Ramsey’s exact forces and
number of vessels is unknown, but reports state that
his flotilla consists of at least 25 ships, and his
personal vehicle is rumored to be of submergible
nature.
Ramsey’s forces are technologically better
equipped than all the other rag-tag bandits and
mercenaries of the ocean, but where he gets his
technology is currently unknown. Ramsey also carries
the record of transport ships hit and raided, with 57
vessels succumbing to his forces.
Some historians speculate that Ramsey used to
be an engineer in the era before the incident, allowing
him and his crew access to vessels and devices that no
one else has in the world.
At this time, there is a 1,000,000 credit reward
for Ramsey – DEAD OR ALIVE.

[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:

The leader of the Aquas people - a community


that believes in the changing nature of the human
kind and wishes to remain on the waters instead of re-
inhabiting land like humankind did before the
incident.
Having watched her parents swallowed up by
the earth during the incident, Vivian barely managed
to escape with her life. This event led her to hate land
and everything associated with the land way of life.
Free spirited and strong, Vivian has a secret
sense of compassion. She found the main character’s
father drifting in the blue void, and pulled him out,
saving him.
Possessing a strong sense of navigation, Vivian
also acts as the captain of the entire Aquas
Settlement, directing where it should float and when it
should stop, preaching the settlement’s message to
anyone willing to listen.
Although she believes in the water of the blue
void, she does not forcefully enforce her nature on
people that prefer to stay on land, instead thinking
that with time, they will turn themselves and join the
settlement.

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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:

The main character’s father, Clarke was born


shortly after the incident and spent his entire life in
Lighthouse. Studying navigation and science, Clarke
jumped at the opportunity when the Terras council
formed an explorer’s guild with the task of finding new
habitable pieces of land to settle.
Shortly before he departed on his mission,
Clarke met the main character’s mother and fell in love
with her. Promising her he would come back before
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their son was born, Clarke took off on his voyage, but
never returned. Clarke knows that he has a child, but
has never seen him.
On his voyage, Clarke and his crew got captured
by Ramsey, but he managed to escape by jumping into
the ocean. Drifting on for days without food and water,
Clarke hung on to dear life to a wooden plank and
finally lost consciousness after 3 and a half days.
When he awoke, he was in the Aquas
Settlement, having been rescued by Vivian Ichora.
After regaining his strength, Clarke was about to leave
the Aquas settlement to journey back to Lighthouse to
see his wife and son. However, Vivian asked him to
stay a couple of days to show him the technology of
the Aquas people. Days turned to weeks and to
months as Clarke fell in love with Vivian, and forgot
about his ties on Lighthouse. Clarke currently is the
Aquas Settlement’s 2nd in command and acts as their
top navigational expert and scientist.

[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:

The governor of New Afrika, Master Jones is a


ruthless, corrupt official and a merchant. Owner of
many sweat shops on New Afrika, he will go to any
measure if it means getting a few more credits into his
pocket, no matter who he screws in the process.
Master Jones has a lot of friends, and while he
does not personally do it, he has close ties with many
slave traders on New Afrika.
He trades and does business with the Terras and
Lighthouse only to keep his image good in public eyes,
although the majority of the people on New Afrika
know his true nature, they’re just too scared to speak
up.
Associates and protects other corrupt officials
similar to himself, he has a strong mercenary force
working for him. Gets whatever he wishes.

[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]

Advanced actions include:

[AIM]
[DISARM]
[ESCAPE]
[MOVE]
[RECOVER]
[DIVE]
[WAIT]

Actions may be modified to suit whatever the


player is doing regarding to his/her situation.

There are 2 types of combat: melee and ranged.


Melee combat can occur when the character is 4-6
meters from the target. Otherwise, ranged combat
must be used. Ranged weapons have a range listed in
their descriptions.

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Combat is resolved by looking at the DC number in the
weapon statistic.

A character is dead when they take too much HIT


damage. When that happens, the player is dead and
effectively out of the game.

For more information, consult the Fusion manual.

After a player successfully completes a scenario


or campaign, the Game Master rewards them with a
set OP amount (usually 1-3) which they can spend
however they choose. Skills, Void Powers or new Gear
can be bought with points. Remember, 1 OP = 100
credits.

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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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