Player Primer in Omoia | World Anvil
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Player Primer

Welcome to the Omoiaverse! The following is a scattered collection of information that will be helpful in designing characters for the campaign. Note: Details are subject to change.  

World Info

The campaign will take place in the Astrae System. A human civilization known as the Omoia Alliance has colonized all 5 rocky planets in the system and many of the moons. Humans developed on the planet Gaia, which has 3 continents each ruled by a single government. Two of these governments sponsored the colonization of two planets, which are effectively underneath their jurisdiction. The third government colonized a collection of moons. The fourth planet in the system was colonized by a private industry. The fifth planet was colonized by a public coalition under no Gaian government. The ruling government of the Omoia Alliance is composed of a representative from each of the three Gaian continents, one representative from each of the 4 other planets, as well as one representative from the collection of moons.   The humans share the solar system with a dragonoid race known as the Grakaenaioi. They live on the moon Dodan orbiting one of the two gas giants in the system. The Grakaenaioi species is ruled by a Queen named Grakaena, who is the only reproductive member of their species. Furthermore, she has the ability to shape her offspring down to the molecular level to perfectly adapt them to various circumstances. After a brief conflict, humans established a peace treaty and one of the Queen's representatives is a non-voting member of the ruling body of the Alliance.  

Superpowers

When human civilization was still restricted to Omoia, certain members of the population began to exhibit supernatural abilities beyond scientific comprehension. These empowered individuals fall into two different categories. Scientists have been completely unable to make a link between genetics and the emergence of superpowers. In addition, they have found no way to convert individuals between the two categories, which seem to be two fundamentally different groups.  

SCs

Self-controlled Variant humans, better known as SCs or Essies make up about 1% of the human population. They are in full control of their superhuman abilities, which are as varied as the people that wield them. Some Essies are blessed with superhuman strength, stamina, endurance, intellect, or speed. Others possess telepathic or telekinetic abilities. Still others possess the ability to shift forms or manipulate various elements or forms of energy. Aside from the incredibly powerful Essies, others are less impressive, possessing the ability to summon tiny bubbles or change the color of their irises at will.   Many Essies are envied by average humans for their supernatural gifts. Although many famous Essies are admired for the contributions to society, some Essies feel as though they are often exploited by the government or other entities simply for the usefulness of their abilities with no regard to their worth as individuals.  

NCs

On the other side of the spectrum are the Chaotic Variant humans, or NCs or Ensies, derogatorily referred to as NutCases. Ensies make up approximately 2% of the population, and are characterized by the inability to control their superhuman abilities. The array of potential abilities is just as diverse as the Essie population, but they are completely uncontrollable. No amount of willpower, training, or scientific intervention is able to give an Ensie control of their abilities. For example, an Ensie may have limbs that change size every few minutes. Or they may spontaneously emit fire every time they blink.   Encies are the dregs of society and are often pitied by regular humans and Essies alike. Many of them rely on government subsidies and charity because they are unable to hold stable jobs. Many also have to be institutionalized for their own safety and the safety of those around them. Several groups are outspokenly critical of this governmental practice.  

Technology

Human civilization had reached a technology level similar to Earth's prior to the emergence of variant humans. They still do not possess technology capable of easy transport between planets. Instead, their colonization of the entire Astrae System was driven by Essies. Essies with teleportation abilities are the only reliable way to travel from planet to planet, and therefore are highly prized individuals. Terraforming of the planets was also performed using Essie abilities.   A huge boon in the colonization efforts was the contribution of the Grakaenaioi. The Queen Mother possesses a strange psionic ability to copy the traits of any living being she encounters, including the superhuman abilities of Essies and Ensies. She can then craft offspring with these abilities. After the peace treaty was established, most of the colonization efforts were led by cohorts of Variant-caste Grakaenaioi designed with teleportation and terraforming abilities.  

Astraenauts

With a population full of superpowered individuals, the Omoia Alliance relies on government licensed heroes known as Astraenauts to help keep the peace and defend the public. The laws governing the Alliance permit Essies to use their abilities in self-defense and in the event of disasters like fires or earthquakes, but it is illegal for unlicensed Essies to fight other criminal Essies. This is a necessity driven by the sheer catastrophic amount of collateral damage that can be caused in such confrontations, especially by untrained individuals. Therefore, Essies with the desire to help protect the public and use their powers for good join the ranks of the Astraenauts. The government also actively recruits promising young Essies into their ranks.   Because Essies receive government licenses to perform hero work, they must undergo intensive training and certification before they can serve as heroes. They all must pass 4 years of training at special academies (in which the graduation rate is only about 10%). Then they must serve as interns under established teams of Astraenauts for an additional 2 years before they receive their full licenses.   The perks of working for the government include a regular (if modest) salary, as well as protection from lawsuits over actions taken while on the job, as well as governmental insurance covering incidental damages. Astraenauts are also given rights to their branding and any income their hero persona may generate from merchandise and public admiration.   Most Astraenaut teams are based in cities across the five planets and the many moons of human civilization. Only the most elite teams, containing a member with planetary-level teleportation abilities, respond to threats across the system. Otherwise, Astraenauts patrol their local cities and the surrounding areas, keeping the peace, doing charity work, making public appearances, scouting for talented young Essies, and fighting criminal Essies.   Astraenauts serve under hero codenames and maintain secret identities to protect their personal lives. The government helps with any issues that may arise.  

Campaign Details

Each player will create a character at PL 10, with 150 points to spend. These characters will have all gone through 4 years of Astraenaut academy training together and therefore will have the shared bond of experience and of being among the top 10% of their class to make it through to graduation. They are well familiar with each others' powers and work well together and therefore have chosen to all intern together under the same group of established heroes.   Please address the Astraenaut Background questions to flesh out your character.   The campaign will begin the day after their graduation from the academy and the first day of their internships.

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