The start of any Ion Heart game, a game of exploration, is creating the place you'll be exploring. The galaxy is a big place, unimaginably big. So, there's room for everyone's imagination to run wild.
As this is a game, and this is the very start of my playthrough, and I'm bringing you with me on it, I figure I should lay out some notes about how I'll be laying out as I play through things.
The majority of my posts will be narrative. I will color code different narrators (if applicable) and I'm going to be writing Brandivere's story as though she's recording a verbal log.
When a roll is called for, I'll indicate what's being rolled for and what the success criteria is then include what my roll was. I'll be using the format of: ((Roll type 3+: 4)) I'll also offset the roll just to make it more obvious that the outcome of a narrative arc is being randomly determined by a die roll.
Anyways, on to the first planet and the first settlement for Brandivere and Polter. Other than the names and descriptions of the amenities, everything below was determined randomly. Bolded and underlined sections indicate a game mechanic that can be utilized by visiting the locale.
Planet: Tyrunus Sempicus
Initial Biome: Arid Badland
The Settlement of Waterdown Springs:
A sprawling Municipality of 1500 souls.
The small city is a cluster of 236 buildings, the majority of which are densely clustered around the city center. Further out, the arid land is dotted with moisture farms. All species of the Astral Union can be found here, but the populace is dominated by Varziss, the reptilian species that thrive in the hot arid clime.
Waterdown Springs has the following amenities:
Settlement Hall: The largest of the buildings in the city are comprised of the government seat. The city council directs the day-to-day business of making sure the city runs smoothly and things are administrated. A council chairman is elected on a tri-cycle seat to direct the city in much the way a Mayor would. The bureaucracy of the city flows into and out of the settlement hall. Its through here that people can gather reliable information. On a successful Presence check, begin a story circuit.
Mech Workshop: A place to repair or replace broken parts of a mech. Comprised of massive 3D printers and design tools, a handy pilot can repair any damage done to a mech and even mod a mech. Repair Mech Shielding damage for additional 3d6/day. Succeed a presence check at -1 mod to remove a battle scar.
Trading Post: Pick up new things for a mech here. This is where you can trade for new weapons or an auxiliary system. Pick up the plans and licenses to print the nifty things for applying in the Mech Workshop.
Space Port: A small freight hub. Being so far out on the rim of the AU, Tyrunus Sempicus doesn’t see a lot of traffic, but this space port is set up to accommodate up to a dozen medium freighters at once. Traffic has dropped off significantly in the decades since the end of the Nephilim Colossi war.
Gymnasia: A gym. Has amenities for all species of the AU and boasts weights and a gravitational adjustment zone to get off-worlders used to the local gravity to allow them to function without gravity suits. Come here to hone your body. Pass two body checks at -1 mod to increase Pilot Body by +1.
Watering Hole: Perfect place for downtime. A redlight district, tavern, inn, and resort all rolled into one. It’s a place to swap stories, grab a beer, and relax in whatever fashion a person chooses to. Gain a single temp Sync Bond point that can be used only once.
Library: A repository of written text. Most of it is digital, but some physical tomes are available to borrowing as well. Brush up on history or read the latest trashy romance here. Add +1 to a single Presence Check of your choice.
Cultural Curiosity: The museum of fallen war heroes is located in this small city. A physical wall commemorates the heroes from Tyrunus Sempicus who fell defending the galaxy from the Nephilim Colossi. A digital holographic version includes the names of every hero who perished in the AU. The memorial was erected a decade after the end of the war. You may use one free Heroic Action without using a Sync Bond point.
And, introducing Polter:
If the above interests you and you would like to mount a mech and explore the Astral Union, Bop on over to Parable Games or jump into the Ion Heart Backer Kit page.
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