Solar System's Demons: Sorcerer Science Fiction
Judd:
The setting is the colonized solar system. Pluto and some robot probes on Charon are as far as we've gotten. Space travel is slow and clunky. When you go to another planet, it is more or less leaving everyone you know and care about forever.
Sorcerers are people affected by technology, special people, people who will make history and change the course of humanity.
Demons are pieces of technology that make people more and/or less human. The technology that you have isn't something that is mass produced or if it is, you have found a loop-hole or a new way to utilize it. You are a prototype, a rare genetic mutation, a laboratory myth or scientist's spook story.
Lore is navigating technological advances.
Humanity is empathy with other beings.
When Humanity hits 0, your character becomes a cautionary tale, their technology overcoming them. Even worse, their demon/tech goes out to effect the world in a terrible way, narrated by the player (or should that be narrated by the GM? Hm). If the player's Humanity hits 10, they become a paragon, they transcend their human shell and their tech goes on to revolutionize the human worlds and make it a better place.
Only when one of those two things happens can aliens by contacted and can humans move beyond the solar system.
Aliens will be created using the Angel rules from Sorcerer's Soul.
Inspirations:
Richard K. Morgan's Takeshi Kovacs novels, Altered Carbon, Broken Angels and Woken Furies. Also his novel, Black Man or as it is known in the states, Thirteen.
I am picturing getting a map of the solar system, putting it up next to where we gather and covering it with sticky notes as setting details emerge through play. If this were to be a published setting, I picture a really pretty solar system map and a really simple booklet.
Any thoughts or suggestions on humanity or demon definitions would be great.
Judd:
Unless it wasn't really clear, this was entirely inspired by Chris' post on using Sorcerer and Sorcerer & Sword as a framework to run Traveller, making me bust out my old black boxed set that I bought a while ago off of e-bay while listening to an audio-book by Richard K Morgan. It was a triangulation of awesome stuff going on all around me.
Judd:
Quote from: Paka on October 02, 2008, 09:24:18 AM
When Humanity hits 0, your character becomes a cautionary tale, their technology overcoming them. Even worse, their demon/tech goes out to effect the world in a terrible way, narrated by the player (or should that be narrated by the GM? Hm). If the player's Humanity hits 10, they become a paragon, they transcend their human shell and their tech goes on to revolutionize the human worlds and make it a better place.
Damn my inability to edit.
The player's next character's demon, after hitting 0 should be the next jump from that tech to the next stage. The demon can be entirely remade but it is related, kissing cousins to the old demon.
If their Humanity hits 10, their next character should be a relationship or disciple of the former character.
Ron Edwards:
I guess that's another author I gotta read now.
What I thought about when reading the posts were the stronger features of Babylon 5, and the science fiction it drew upon.
Best, Ron
Judd:
To quote Vincent from Pulp Fiction, "You'd dig it the most!"
I think you would really like Altered Carbon, Ron. Give it a go. It is really smoking hot sci-fi noir.
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