An Introduction to the Universe
From SSDC, Inc.
Contents |
The Time of Reckoning is 2279
The exploration and development of the known universe is going on at a fantastic rate. The Galactic Alliance has prophesied complete control of the local group of galaxies by the turn of the millennium. Huge, powerful mega-corporations run it all from behind the scenes. The Twelve Races of the Alliance work as caretakers, shaping and expanding the horizon of knowledge, extending to touch the farthest reaches of space. Frontier Colonies populate neighboring galaxies: Andromeda, Fornax, Spirax (M33), and the Magellanic Clouds. Outposts dot M32 and the cluster galaxy of Talcos in Ursa Major, some 200,000,000 light years from the Core Worlds. The continuing battle rages on to drive out the Arachnid presence. Strange reports of ghost ship sightings, robot warriors, and evidence of ancient human cultures all filter their way across the vast, empty stretches of nothingness to the hearts of the bold, strong, and curious. There is a demand for warriors, for men and women with the mettle and vision to protect the lives of the innocent. The call for assistance can be heard across the galaxies, as colony worlds struggle to survive in a morass of conflict, uncertainty, and danger. The word goes out from the isolated reaches of The Thendrax Empire in Spirax to the urban centers of the Industrial Provinces of the Fornax galaxy. "Come. Bring your weapons. Bring your courage. Bring your honor!" And so the mega-corporations have hired on a few good men to get the job done. They are referred to as Battlelords. Some are veterans of war; others are not. But they all have one thing in common. Each believes that he can make a difference. They come from everywhere: from the vast savannahs of Cashoulis, to the infernal volcanic regions of Trishmag, from the methane hell of Eridine, to the great Seas of Pythos. They are energy controllers, bounty hunters, Swordsaints and changelings, aliens from different worlds with different agendas, thrown together in a morass of danger to carve out a common destiny. From behind the scenes, Mega-corporations wield more power and influence than the central government, which acts more as a figurehead than a leading body. Loyalty is not to the Alliance as much as it is to the company. Loyalty to the company never upstages loyalty to the team. The mercenary team embodies everything that is valued in society: esprit de corps, honor, and valor. At least, that’s what the papers say. In reality, it is nothing more than a bunch of individuals, usually allied by common needs than by common goals. The mercenary’s job is a simple one: do anything and everything to stay alive. And when in doubt, lock-n-load. Balance is the key to everything, and a well trained mercenary unit can take on just about anything. The company gets all the press. The merc picks up his paycheck. And nothing is usually said about methods and tactics, as long as the job is done on time!
The Battlelords Universe
Battlelords of the Twenty-Third Century is a universe of make-believe, a place of mystery and danger. The game was designed for 2-8 players and, unlike other games, has no definitive end. Players assume the part of mercenaries working together to accomplish a common goal. The mission parameters are set by the company and vary from heavy combat, often encountered by exploration teams, to urban espionage. This game is different from most typical games in that there is no winner. There is no end. The object is simple: to keep the character that you are playing alive until the next mission. You try to amass power and prestige as your character adventures around the universe. As long as your character doesn’t bite the big one, then you’re winning! That’s the fun of playing the game; developing and furthering the interests of a make-believe character in a futuristic make-believe world!
What Does Roleplaying Mean?
It’s not satanic nonsense where everyone believes that they are the devil and tries to be as evil as possible. You don’t wake up the morning after playing a roleplaying game and honestly believe that you are a methane breathing, laser wielding, bipedal squid that eats Humans. Roleplaying is story telling! Someone tells a story. You play the part of a character in that story. So do your friends. The narrator takes you on an adventure and you try to solve it. Sometimes solving it just means your character survives. It’s like playing a part in a movie, except you don’t know what the ending is or what will happen next. The narrator’s job is to unveil the plot bit by bit, leading you on a journey to discovery. Simply put, roleplaying is using your imagination to have fun!
The System
Battlelords of the Twenty-Third Century is a futuristic roleplaying game designed to simulate the life of explorers and combatants in the not too distant future. Your playground is the Milky Way, the Fornax Galaxy, and more. The system was designed to provide a gaming environment which is a mixture of roleplaying and combat action. It is my belief that players will enjoy the system more if they concentrate on the roleplaying aspect instead of the combat aspect, but that is up to you. This book provides the player with a complete, current history of events, a thorough understanding of viewpoints, and the subtle nuances of futuristic life. Battlelords of the Twenty-Third Century has 12 fully developed character races (with sub-species). The game system works efficiently, utilizing percentile dice for combat and skill checks, with critical hit tables. This effect makes gaming more realistic, yet not tedious. The focus of generating special powers is accomplished by using a point system. If you’ve got the points, then you’ve got the power! This system provides a balanced environment for combat and roleplay action. Experience is awarded more for roleplaying than for killing. This is how roleplaying at its best should be.
The Corporate Merc
The life of a corporate merc is as glorious as it is dangerous, and many a celebrity has risen through the ranks from the obscurity of mediocrity to legendary status. The masses, vulnerable and scared, are enamored of their super heroes, regarding them as demi-gods. Often, it is a warrior who brings excitement to a commoner’s boring life of routine and struggle. The primary topic at many dinner tables around the galaxies is which mercenary team has done what recently, how many have lost their lives, and what good have they brought to the community.
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