Alternate Untold Settings

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Ashy
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On the llloooonnnnggeeeee drive back from C.U.B.E. #4, Stigs and I were chatting about an idea that he had for a Campaign Setting using Untold cards. As he talked, all sorts of ideas started spinning around in my head...

"Why not create a thread on the boards where all of the awesome Untold GM's could post their ideas about settings that would work, based on existing Untold decks?"

And so, this thread was born. :P

Feel free to submit as much as you like, but try and keep to the following format:


Setting Name: This is where you name your setting
Short Summary: A quick 1-3 sentence summary for GM's and Players alike
Overall Mood: What is the mood of the setting? Dark Horror, Rainbows and Bubbles, what?
Primary "Starter Decks": If applicable, what would be your recommended decks for your starting players?
Starting Character UP: What's your base UP for starting Characters?
Environment Quirks: What are the unique elements of your setting's environment? Is it always raining, or does gravity work in reverse - things like that...
Primary Protagonists: Who are the main "good guys" of the setting? (include individuals and organizations)
Primary Antagonists: Who are the main "bad guys" of the setting? (include individuals and organizations)
Places if Interest: What are some of the main places adventures might begin? The Prancing Pony, or the Mountains of Endless Iron, etc...
Mission Types: What are the types of missions the Characters will commonly begin performing? I.e. Rescue the damsel in distress, Find the missing majick carrot to save the family farm, etc...
Let me know if you think we need to add any other fields to the format. :) Have fun!
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Of course, I have an example!

And yes, I do have an example. Something that's been rolling around in my head since this concept was born. :P Enjoy:

Setting Name: Afterlife
Short Summary: In a world filled with the undying creatures of the night, eventually the chaos and killing would end. What then, would the undead do? Afterlife is a world filled with undead who've created an massive empire dedicated to filling the endless hours with productivity, learning, the arts and science. However, idle hands are the devil's playground and some of the undead have not spurned all of their old hungers...
Overall Mood: Moody dark semi-horror; this is not horror in the typical sense, but rather the horror of realizing that you're walking around in a city filled with zombies, ghouls, and far worse.
Primary "Starter Decks": Afterlife focuses heavily on role-playing and skill-usage, so Basic Skills and Basic Traits are worth their weight in UP. Obviously, anything with Undead inside is good, such as Undead Infection, and GM's Minions. Characters can be of any race, but Undead are encouraged.
Starting Character UP: 20-25
Environment Quirks: Other than being a planet full of undead, there's no major issues. However, living races might encounter some problems - like finding food and clean water. Since the undead have no need of either, these items have become increasingly scarce.
Primary Protagonists: Ironically, the undead. There are massive societies of centuries-old undead dedicated to the different "Sources of Knowledge", such as Literature, Art, Engineering, Magic, etc. A strict "Deadocracy" with thousands of Rotting Brute "Police" and Howling Horror "Sentries" patrol the mist-cloaked streets and prowl the rotting rooftops, ever wary for the threat to the undead's "perfect society".
Primary Antagonists: Anyone living is a major threat (or leverage) to the world of the Afterlife. It is very possible that the party, if composed of living souls, could very quickly become "Enemy #1" of the entire town/city/world, depending on the scale of the game. Alternatively, there are factions of undead that believe that the "Ancient Old Ways" of the Undead are the true "good life" and seek to bring back the days and times of ripping flesh and drinking blood. Again, the party could play powerfully into their hands as well - either as tools, or as victims.
Places if Interest: The city of Death's Gate is an excellent place to begin adventures. It is the place where spirits from "other realms" first arrive into the Afterlife and begin to learn what this place is and where they fit in. Of course, occasionally the wayward fleshling passes through the portals and into Death's Gate and must be forced back through. Further, there are many ways of passing through the barrier from life into afterlife (i.e. mystical quests into the "Underworld", spells, science, and of course - killing one's self).
Mission Types: This really depends on how the GM plays the Character's role in the world. They could be as menial as slaves (i.e. "Yes, I just got some new breathing slaves to clean the stables - they are sooo quaint! You simply must come over and view them...") to world-sundering anomalies (i.e. "Aaaahhh! They're BREATHING!! RUN!!!").

necroloid
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Future Flux

Setting Name: Future Flux

Short Summary: Steam punk setting where the Klik are mass manufactured to toil for societies High bred ruling class. Pollution from the mechano-wizardly industry is believed to be the cause of the dreaded Flux Phenomena. L'na are hunted on Ai, to be used as living mana batteries to power the mechano-wizardly artifacts that keep society running. Some L'na have managed to escape, and have joined the Churl. Revolution is brewing among the ranks of the superstitious Churl commoners, now facing unemployment due to Klik replacement. There are rumors of increasing numbers of klik going rogue. It is said that some are befriending the Churl and working together to bring down the High Bred.

Overall Mood: Orwellian with lots of Hope

Primary "Starter Decks": No real limit on decks

Starting Character UP: 30-40

Environment Quirks: Flux Vapor is every where, causing the air to take a orange hue on the best days and turning into a churning neon orange miasma on the worst days. Flux crystals grow EVERYWHERE. Mutation is fairly common.

Primary Protagonists: Escaped L'na, Rogue Klik, sympathetic Hi Bred, and Churl revolutionaries.

Primary Antagonists: Hi bred leaders influenced by External control. Anti klik protesters. Enlightened Klik following the divine voice of the "Great Machine". The occasional undead breakout. Various escaped experiments.

Places if Interest: L'na Mana-syphoning plants are a major targets for the Churl to strike.

Mission Types: rescuing L'na, Sabotaging Klik factories, general survival.

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wow - more! more!

Wow, necroloid! That is awesome! Post more! more! :D

Melissa
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The Island

Setting: The Island

Short Summary: When the Event occurred, a tightly-knit group sought to shelter humanity from the ravages of Flux. Banding together, they sequestered themselves to an island where no rifts had yet opened. Researching carefully, they came up with a way to guard themselves from most rifts. The founders also constructed a defense mechanism which protected the secrets of their society, that is only to be opened if rifts began to appear uncontrollably in the region. The founders are long gone, and the people of the island are natives who know nothing of Flux, as the secret has been kept from them.

Overall mood: Dark future, betrayal, discovery

Primary “Starter Decks”: Ruins, GM Minions (for antagonists), any Race and Core Skills decks (characters)

Starting Character UP: 50

Environment Quirks: Recently, a Klik overlord has determined a way to open rifts and use them as portals to dispose of unwanted items, people, creatures, etc. Originally, these deliberate rifts opened in random spots, but he finally found a place where he could anchor the other end of the portal - the Island. This Roller is obsessed with order in the name of the Great Machine, but he is largely operating based on his own interpretation thereof. The players have run afoul of "Overlord" in some way and are sent through the portal. Upon arriving, they find things as described: an idyllic paradise ignorant of the horrors beyond the waters. In addition to the Klik’s rifts, though, this tampering has redirected some of the flux energy in the Island’s direction, and other portals have begun to open…

Primary Protagonists: The Three Sisters (described elsewhere), Mayor Trim, other villagers

Primary Antagonists: 0\/32102), various klik followers and horrors; perhaps a big horror who is eventually attracted to the area.

Places of Interest: The Island, the village of the innocents, the Overlord’s fortress

Mission Types: Players are recruited to help close rifts and eventually to go to the overlord’s fortress to convince him to stop opening the portals to the Island

Players are trying to stop the new rifts from forming, perhaps even having to enter one and destroy whatever horror has begun creeping forth

Players discover the village and villagers discover them. As they learn about the village, they learn what the villagers know. Do they tell the truth, or continue to shelter the villagers?

__________________

What if our reality is Flux and Flux is reality? How do we know the difference?

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Very nice!

Very nice, indeed! Kinda like The Village meets Lost, Untold-style! :D

Stigandr
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Acamar

Love the Afterlife Ashy! Sounds like a nice place to visit but perhaps not stay. :P

And necroloid sounds like a great setting!
I bet it would be pretty fun to roleplay a mutated highbred forced to leave his cushy overseer position and join the l'na, rogue click, and churl.

Setting Name: Acamar
Short Summary: thousands of years ago a number of rifts were discovered throughout the world of Acamar. As time progressed these rifts began to deposit a host of different magical creatures and split the planet into continents and eventually islands floating in the void of the rifts. In response the inhabitants of Acamar built immense walls around their cities where they continued to live and even thrive. As time passed the buildings of the cities rose taller, and so did the walls. Now thousands of years later in a city now called Keid the struggling human population, unable to maintain the massive city, resides solely in the top of the tallest spires in the center most portion of the city moving from building to building via a number of bridges and courtyards. It is possible for people to live their entire lives without even seeing the ground and in fact only scavengers and outcasts descend into the lower layers and outer buildings. Now strange events are occurring, the wall is deteriorating, mysterious and magical creatures have been spotted, and even the machines that have served the human population for years are beginning to act on their own occurred.

Overall Mood: Most people keep to themselves and as a result the community is cold and disconnected. It's far from a creative or scientific society. Art is uncommon and the only science is that of maintaining the ancient technologies of the city. Everyone save for those that work in the greenhouses are always trapped within bronze walls and a rust hued rift split sky. There is an underlying tone of fear throughout all of Keid. The fear of the creatures that live in the dark lower levels, of the collapse of the wall, as well as their own click servants, who have recently shown signs of independence, leaving their assigned duties to stare blankly into the rift in the sky, congregate around the cities borders, or even flee altogether. The primary source of economic stimulation and in fact the source of maintaining life is scavenging for supplies and maintaining the greenhouses that top every spire. The people of Keid do have electricity and extensive though old and poorly maintained steam technology and as a result are also very dependent on the scavengers to bring in supplies to maintain their quality of life.

Primary "Starter Decks": Basic Skills, Basic Traits, and Apoc Amplifications. It would still be good to have bad beginnings and Gifts of Maoru but the Apocs are the stars of this show.

Starting Character UP: 35-50 depending on whether your a veteran scavenger or just a young idealist trying to escape the confines of the crumbling city.

Environment Quirks: Keid is caught in a perpetual twilight brought on by the rift that splits the sky. Weather tends to be erratic with ice storms one day followed by prolonged periods of drought succeeded by severe wind and thunderstorms.

Primary Protagonists: That really depends on the way the DM or players roll it up. It could be that the heroic scavengers find a way to stop the collapse of the wall and insure that the peoples way of life is secure, it could be the click who become independent and seek a way out of the city, or it could be the l'na who leads the humans out of their prison and introduce a way to coexist with the click and l'na still thriving in the ravaged wilderness of Acamar.

Primary Antagonists: The creatures that live in the dark lower levels will be a constant source of baddies but after that it all depends on the players.

Places if Interest: The Top and center most layer of the Keid. The break in the wall, The deeper layers where the rogue click reside.

Mission Types: Uncovering the origins of the city, tearing down or rebuilding the wall, escaping to the outside world as either click or human. Hunting down rogue click and the now reactivated abandon click for parts to keep the slaves well maintained. Leading the people of Keid into the still living world of Acamar.

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Looking good, Stigs!

Looking good Stigs! I really like it! :)

BTW, Klik is spelled, well... Klik. :P

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Fallout

Setting Name: Fallout

Short Summary: The Event, and the War of the Rending that caused the Event, have eliminated all societies near and far on the world. Life did nit cease, however, though the species who remained after the Fallout of radiation and flux are far different than the two-legs who dwelled here before. The continents exist as honeycombed structures, filled with the strange stonework metropolises that mysteriously appeared amid vibrant vistas of dense jungle, stunning desert and frigid frost. These monolithic ghost towns act as the staging ground for the two main kinds of species who exist in the Fallout: Powerful, brooding Ruins creatures and the resilient and resourceful races of the wild, especially of Mountain sort. It is survival of the fittest among the Fallout, and these two factions and the small sects of humanity do so while unwinding the secrets of their recreated world.

Overall Mood: Brooding mystery and survivalist tendencies exist in this setting. Blend elements of the Most Dangerous Game, Jack London, with Cthulhu and Alien vs. Predator. Man exists, but he exists as the deposed ruler of a world no longer his own--however, one he could regain should he find meaning in the madness he lives within.

Primary Staring Decks: Races of Earth, Ruins, Mountains, Flux Horrors and their Powers, Aspects, Skills (for Wilderness Lore and Survival skills), (Core) Combat, Banes, and any decks emphasizing combat prowess and mystical abilities such as Investiture of Oaze and Investiture of Maoru.

Starting Character UP: 20-30 UP, though higher if you really want to play up the survival horror of a world with more monsters than friendlies. This is not a place for Diplomats or Craftsman, so this is more for the hunters, adventurers, thrill seekers and riddle breakers to come to the table and shine.

Environment Quirks: The massive interconnected temple sites, with their long corridors, labyrinthine design, and bizarre sculptures offer huge opportunities to bend the minds of the players and scare them through surprise entrances and lurking enemies (and surprise places of refuge). Also, the temple sites appear even under the sea, so elements of the aquatic races can be introduced as well; further, the low-tech / high-mystical feel lends to introducing L'na as unique avatars of the "new-lost" society overlaid upon Apoc Earth, and the Klik would likely be converted to stone-and-pendulum constructs instead of steel-and-piston. High-Bred and Churl would both be hunting for answers when they are not fending off massive threats to their fragile pods of life.

But ultimately, the premier races are the Races of New Earth, the Ruins races and the Mountains races who now inhabit earth. Players get to utilize the species in tribal and clandestine settings, which revolve around territorial battles between those who prefer the stone ruins and their outlying neighbors in the revitalized climates of the world. However, all live in fear of the unspoken, but suspected, masters of the realm, the Exiled, a band of Externals who fused the remains of their dying planet to our own in hopes to restore their strength and return in force to the Beyond. At least, that is one theory unearthed in the insanity that ensues most searches for meaning in the world after the Fallout...

Primary Protagonists: The Ruins and New Races races (Cragcrawler, Slys-Ayr, etc) and Mountains Races are the cultivators and sustainers of most of Earth's sense of civilization. some have developed beyond the crude sentience in traditional Untold to be the searchers and keepers of secrets, practicers of strange mystical arts and crafters of new cultures full of traditions, myths, legends and lore, especially concerning the ever-threatening presence of the Exiled.

Primary Antagonists: The Exiled and, surprisingly, humans. Hi-bred and Churl are both seen as the former rulers and destroyers of the old earth, and should never be given the chance to rise again. As such, they are hunted relentlessly by the new races who inhabit the earth, in hopes of ensuring the safety of their domain. And, above squashing human existence, all dread the awakening of the Exiled (if they truly are asleep) and their rising to power both on earth and in the realms Beyond. These manifest themselves in the twisted, mangled horrors that roam through the catacomb complexes and guard sacred sites where strange ceremonies or historic events occurred before the merging that occurred during the Fallout.

Places of Interest: The massive stone structures house many temples, underground broods, and entire abandoned cities littered with artifacts and strange creatures. Wells of the Beyond also exist, which contain the "essences" of the Exiled's former lands, along with Flux for the unfortunate(s) who touch them. Crypts, necropolises that mark both the passing of man and the Externals, are big places of interest for the answer seeker and horror-lover, while the vast interweaving of stone edifice with nature allows a party to run the gambit of safari hunting (or being hunted), venturing between the more Eastern minded mountains races and the cavern-survivalist/cultic living in the ruins, and chasing the trail of secrets to the dreaded Source at the core of the new world's existence in place of the old--a veritable trail of madness whose method is lost in the darkness of the Exiled's minds.

Mission types: Survival, Mystic quests for power and wisdom, and flights from/into Horror/Insanity [think Paranoia]. All races seek to survive and eventually thrive and little cooperation exists, so the threat of tribal war can be great fodder for campaigns, especially when you throw in the manipulations of the Externals lurking among the races.

__________________

A frustrating fusion of Elan and Durkon. Shake the 8 ball and you may get some fantastic advice or some clueless answer. What will it be for you today? Intelligence dump stat or Wisdom modifier?

Claims to fame/favorite Untold lines: The real reason klik can't swim. / Nonlethal Nuisance: Established since Alpha Playtesting. /How do you want to describe your Knock Out Gas?

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Great work!

Great work, Benraven! Sounds groovy!!! :D

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Patchwork Paradise

Setting Name: Patchwork Paradise
Short Summary: A pocket dimension, where pieces or patches of other worlds are hemmed together in an odd conglomeration. For example, a forest might be found in the middle of a klik factory that shares a space with a Highbred base.
Overall Mood: Sheer and total chaos. There is no consistency to the universe at all. Its denizens are constantly at war with each other.
Primary "Starter Decks": Anything the GM/Player wanted.
Starting Character UP: 70 UP (you’re gonna need it!)
Environment Quirks: This patchwork dimension is constantly changing. The party might be standing in a forest, and it suddenly shifts to empty space and then shifts again into a Churl War Camp. There are no sure roads or paths, and danger is everywhere. Also, non sentient creatures can become suddenly sentient, and vice versa.
Primary Protagonists: The First Wave: The “first” denizens of the Universe who have a core zone where the environment is somewhat stable. There is one for each core race.
Primary Antagonists: The Chaos: A group of Externals and their servants who are believed to be the rulers of the Patchwork Paradise. They enjoy and encourage the chaos and confusion.
Places if Interest: The Periphery Palace: A massive fortress at the “periphery” of the Patchwork Paradise which serves as base of operations for The Chaos. The palace’s dimensions are constantly changing. The Haven: A place at the center of the Patchwork Paradise that is constantly stable. It is a combination of all three worlds, with touches of others. While a combination of worlds, it dimensions are constant.
Mission Types: Coming apart at the Seams: The First Wave has found a way to disassemble the Patchwork Paradise and return the various patches to their points of origin. They require the parties help to go through each patch and secure it. The Gates of Chaos: The party decides to directly assault the Chaos in the Periphery Palace. Insanity will ensue!

__________________

Shadow , Lost Child of Ai. Icewind, Ghost of the North. Welcome to my Zoo. Make sure you check out all of my pets: The Bulwark,The Neonstalker, The Grass Goliath, TheRuinstalker, The Glutton, The VRR, The Xenartha, The Flesh Ripper, The Apoc Scorpion, The Deepshiner, The Slime Lord, The Apoc Elk, The H'runt, The Flux-Tainted Churl, The Wrecker, The Omega Wrecker, and The Snaighim

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Very nice....

Very nice, Ben - I happen to be a BIG fan of Chaos places.... :) I'm already thinking of ways to use this - some cool Battle Backdrops are coming to mind, for instance. :D

Benraven28
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Mmm...Limbo...and set Phasers to stun

I agree with Ashy. Give me a good dose of Chaos soup. :)

Another Setting with personal interests involved in its expansion:

Setting Name: Sideris

Short Summary: The realms are woven not as planes, but as planets. Rifts have been ripped in space, allowing for fast transit between before galaxy-locked societies that have been hitherto unconnected and uncharted by each other. The mutual discovery leads the worlds to deal with the sudden expansion of their known universe and giant question of the Flux's nature behind these sundered realms.

Overall Mood: Scifi with a sense of Star Trek discovery and curiosity

Primary "Starter Decks": The Core Starter Deck would be great and all others easily added as expansions to the universe.

Starting Character UP: 15-20 UP. This can be as normal as sending small newbies on a training mission to a little known asteroid or hurling trained elites [thus, much greater UP] into the throws of a deadly assault on a foreign stronghold.

Environmental Quirks: As this is a re-rendering of the planes to planets, the aspects of Ai, Earth and the Great Machine are altered accordingly. You have a world much like Coruscant, for instance, for the Klik, where there are towering bellows and zipping air traffic of many levels flowing through dense smog, with the cavernous foundries lying deep below. The lush "Wild Lands" as the Hi-bred call the planets where L'na are found exist as exotic and dangerous realms where the two subraces exist apart from each other--the Twilight on a lunar satellite and the Dawns on a great solar-circling planet. The hi-bred and churl somewhat co-habitate on earth, but with the War's effects (those very similar to the core campaign's problems) on the planet, the hi-bred have either moved into the higher reaches of the atmosphere and even into space, with small outcroppings on the moon. The churl have braved the new wilds of earth, reclaiming territory from the vast banes that have been harrowing humans from the planet since the Event of the flux.

Also, space becomes a new dimension of play. People deal with the lack of gravity, the need/search for air, and the quest for food and resources among the planets. Externals become a new nuisance, roving aliens that wreak havoc on the poor souls who cross their path--and you can have many places for them to haunt and originate from, including the classical origin of the Flux. Incorporating space stations, sky elevators, moon bases, asteroid mines, comet prisons (perfect for keeping unwanted enemies in transit permanently on ice), etc. are other added quirks to this kind of setting.

Primary Protagonists: Any of the core races, depending on whose side you choose. Perspective is key here, as to be a L'na means you are likely fighting a savage battle against the incursion of the technophiles of the Hi-bred and Klik, while dealing with the oddities of sub races infiltrating from New Earth and the enigmatic Churl. Churl are more the fiery zealots waging a hard war against the evils loosed on earth, seeing their sophisticated brothers hiding in the clouds as cowards and learned fools. However, some Hi-bred persist on the planet in bases around the world, offering pockets of resistance to the blights on the planet; the others prefer the seclusion and safety of the aerial platform cities, while working diligently and laboriously to understand and defend against the newfound threats to humanity's existence beyond the terrestrial horizon. The Klik, in their demand for perfect society, which has been continually perfected around the Great Machine that runs the core of their planet to its surface where the most ostensible dwell, struggle to maintain their stability as they both defend agains the newly discovered entities in the universe and begin to see the promise of expansion for their utopia into the other worlds, especially on the wings of the novel devices crafted by man and powered by L'na's mystical energy.

A few alliances are formed among the races. Klik and Hi-bred get along in the quest for mutual benefits and trade relations. Churl and L'na have a curious love-hate relationship that closely mimics the Churl and Hi-bred's own interracial frustration and admiration. So, while the L'na will work more readily with the Churl, they will hardly join forces with the men and women who experiment on their kin. A few sympathetic organizations and countries exist, which house and refuge all races without respect to kind or creature: These are usually lesser prominent and lesser known, though rumors of a rising international coalition grows which could become the heart of an assembly of the Three Realms.

Primary Antagonists: Externals, Undead, Monsters, and fellow races. The ills of the Event still exist in Sideris, though for different reasons. The Undead Infection rose from a fetid tear in reality that spread a terrible disease from a necropolis-laden dead planet, product of a former civilization's quest for immortality by science alone. Monsters arise from various realms and even from the radioactive and chemical fallouts from major wars on Earth, as well as from the Event. Externals come from dark and mysterious fringes of the universe, seemingly lurking everywhere and nowhere at once. Many Hi-bred speculate they foreknew the Flux would begin to link the planets and positioned themselves to infiltrate the worlds in preparation for invasion and domination of the races.

The L'na and Klik exist in opposition with each other, warring incessantly to remove the blight of their respective enemies. L'na also loath the Hi-bred for their technocracies and technophilia, along with these humans fascination with examining and experimenting on their kind. The Races of New Earth rarely gain acceptance by any of the races, as they seem to prefer to eat them than co-exist with the older inhabitants of the worlds--though these are often old races from forgotten, unknown or uncharted planets as well.

Places of Interest: Magna Machina, the machine planet of the Klik. The Floating Fortress States (FFS) of the Grand Republics, where the Hi-bred lived in strained serenity that often breaks out into civil war. Also, the Lunar Lighthouses, radiant havens for Hi-bred families and testing grounds for task forces alike. The Wild Lands of the twin L'na planets. The savage, ravaged, yet vibrant wreckage of earth, teeming with new life and dangers, and its Churl war tribes that both settle and march across its surface. Landlocked Bases, with their sky lifts, as loci of activity for the Hi-bred on the ground. The dead planet and its host of the Infection. The dead warrens of New Earth, where the Infection matures and grows. Shard, the Flux Crystal palace adrift in space, where an External lord resides over his thralls and great mysteries of the universe. Terminus, the half-asteroid/half-planet Flux conduit center where the races commingle in a strange, testy passivity, which is also a refuge for outcasts and pirates. And more...

Mission Types: Exploration, Intergalactic--even Interplanetary or Interracial--diplomacy, Universal War, Zombie invasions, Alien invasion, mystical quests, mercenary work, piracy, espionage, exotic safaris, civil war, L'na luddites, etc etc... plenty of options in an interstellar reality. :)

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WOW

Super cool! I wanna play!

So, what's up with the name: Petronius?

Benraven28
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Sweet!

I'd be glad to see this one played! :D

It was meant to be named Prometheus, after the one who brought men fire, but Ipad decided the other would do and I was too tired to think of the right name. lol....But Prometheus is just a place-holder for a lack of a name.

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ah....

Ah...

BobSlaughter
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Swoosh

One of the genres I would like to see Untold tackle is the Starship-and-Spacemen genre, ala Trek and Wars, among many others. Not sure if that would really require a second 'release' over and above a second setting to fully implement.

__________________

----
Bob Slaughter, rslauGUESS@WHATmindspring.com
"The world is a dangerous place, not because of those who do evil, but because of those who look on and do nothing." -- Albert Einstein
"The price good men pay for indifference to public affairs is to be ruled by evil men." -- Plato

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Give it a go, Bob

See if you can make it happen! Give it a try! "Swoosh" sounds like a great setting name to me!

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No particular setting...

But I would like some Historical settings/expansions. I'm reading a book about the making of Modern Japan and I think Unification Japan would be a fun Untold setting...

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Ashy
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In the plans...

Oh yea, historical settings are definitely in the plans! :D

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Ben
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Well...

As a way to make some use of otherwise useless degree, feel free to to call on me for help. I am very knowledgeable in various histories!!

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LOL...

I will, suren! As soon as I can get a second to do so! :P

MegaMagicMonkey
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Darkworld

Setting Name: Darkworld
Short Summary: A world either attached to Ai, or independent of the other universes, in which light does not exist.
Overall Mood: Dark, dark, dark and dark. The feel should either be nightmarish or dangerous exploratory.
Primary "Starter Decks": Still reviewing ecology and potential natives.
Starting Character UP: I'd suggest 35-50 based on the difficulty of the quest for a nice, challenging environment.
Environment Quirks: Once again, light does not exist in darkworld. (i.e. flashlights drain power and function, but produce no light)
Primary Protagonists: Miners, some native species. Still refining the details.
Primary Antagonists: Aggressive creatures. Loph was suggested as well as L'na ghosts. Still refining the details.
Places if Interest: Caves, underwater... Dark areas in general. Also possibly darkworld itself.
Mission Types: Mining operations, hunting, training... Also potentially following a wanted person through darkworld (a suggestion was the Loph city was either in or lied through darkworld). Rescue such-n'-such from darkworld, etc.

For more detailed ideas, please visit the darkworld thread.
http://www.untoldthegame.com/forum/darkworld

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Ben
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Dino Disaster!!!

Alright, so since I've been reading the Jurassic Park books, I've got dino's on the brain. I was always a fan of dinosaurs, and other RPG's that have tackled the issue have what I feel as relatively poor templates for them. They never seemed as ferocious as I feel they should've been. Anyways, so here it is.

Setting Name: Blast from the Past or Dino Disaster
Short Summary: A chaotic, wild setting where prehistoric beasts, mostly dinosaurs, are running amuck. People have been sucked through Flux portals and thrown into the past.
Overall Mood: Nature in its truest form. Any natural setting from the Triassic to the Cretaceous.
Primary "Starter Decks": Any
Starting Character UP: 50 UP
Environment Quirks: Unusual flora, unstable geographic features, and hostile fauna...
Primary Protagonists: A small contigent of Highbred's from all across the world have formed a small, semi secured base camp. While well defended, they are working on limited ammo and still subject to various attacks. Some L'na roam the wilds, but the dino's don't respond the way "normal" animals do. Klik don't last long in this environment, as the atmosphere tends to accelerate rusting and the lack of materials for repairs. A few tribes of Churls seem to be able to function reasonably well in the area, even with some success at domestication.
Primary Antagonists: Well, the dinosaurs...
Places if Interest: A volcano where flux portals seem to be constantly open, as well as a swamp that experiences similar phenomenon.
Mission Types: King of the Hill- A local cantankerous T-rex has been raiding the Highbred base. The Highbred need help in bringing the creature down. Raptor Rumble- A local L'na has told the party how to get back to their own time, but they have to brave Raptor Country first. Besides random encounters with other wildlife, the party must contend with being hunted by a pack of Velociraptors.

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Ashy
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Gnarly!

WOW! Now all we need is the dinos!! :D Too cool, Ben! :D

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Ben
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Taken care of...

Being the nerd that I am, I already have a long list of nasty Dinos we could use. PLUS, the setting could incorporate other Untold baddies, such as Bulwarks, Vectors, Savagers, Puke worms, Ruinstalkers, and Lophs. If you want to get REALLY crazy (and I know you, so yeah), you could include Undead and Externals.

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Ashy
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AWESOME!!!

:D :D :D

I LOVE IT!! :D

RRRAAAGGGRRRHH!!!

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Lumberklik
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Dino pack

Similar to "foundational powers" there could be a deck with several copies of Large and Humongous cards, kinda a bulk up the baddies deck...

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ManyHattedMan
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I would love a "sizes" deck -

I would love a "sizes" deck - all the various cards to make your monsters (or players!) everything from nigh-upon-microscopic to nigh-upon-planetary in scope.

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Ben
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Yeah....

@Lumberklik- Already looking at the Gargantuan card and drooling...

@MHM- That actually sounds like a good idea. A small deck that has just the size cards...

@Ashy- I'm having DREAMS about this adventure setting...

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Ashy
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Actually...

Actually, we're already working on a deck with all the size cards; called "Size Matters"...