Message in a Bottle:Main page
Dungeons & Dragons 5e | |
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Game details | |
Game master | Lithl |
Number of players | 5 |
Game time | Saturdays |
Message in a Bottle blends fantasy and sci-fi with the help of Spelljammer.
Wiki editing note: "Message in a Botte:" can be a lot to type for a namespace. "MiaB:" is provided as an alias, including for talk pages ("MiaB talk:") and GM pages ("MiaBGM:").
Background
The Stellar Pioneering Society wished to colonize the universe... unfortunately, Earth had not developed faster than light travel, and no method of storing humans in stasis would function well enough on long enough time scales to send colonists through the void.
Instead, the SPS developed mind-imprint technology. A von Neumann probe would carry a recording of the colonists' minds as well as a record of their genetic profile out into the stars. The unmanned probes would find a world to land on, develop a base of operations, and then bio-print its crew. Of course, this means the same few people would be colonizing the universe planet after planet, but without FTL they're never going to meet each other.
You, the player, are one of the lucky ones who had their imprint recorded to be carried by the probes. The SPS required talents from all across the spectrum, from soldiers to scientists to politicians to engineers. Each colonist's skillset was recorded along with their memory imprints and genetic profiles, so that the computer could prioritize which minds would be most likely to bring about mission success. Eventually, every single mind stored in the probe would be bio-printed to populate the colony, but depending on the circumstances different people may be required to help in the early stages. A dense jungle planet would benefit from botanists and biologists to help identify and catalog local flora and fauna (especially to figure out what's safe to touch or eat!), while an already-occupied planet would require translators and negotiators to learn the locals' language and work out a treaty with the local government to obtain land for the colony.
The selection process for having your imprint selected included an exam testing your knowledge of the Pioneering Society Handbook. Follow that link if you need a refresher course!
Character creation
RACE: Error contingency 137. Human biosleeves have been determined to be incompatible with either the local atmosphere or biosphere. One or more genetic samples of local lifeforms have been obtained to develop a compatible biosleeve. Please take a moment to familiarize yourself with your new body.
When you had your memory imprint recorded, you were human. Now, you're not. Forerunner has given you a new biosleeve using local DNA. Unfortunately, only one sample was obtained, and all the members of your colonization team are clones of the single local specimen as a result. You are a female aarakocra, with yellow feathers across most of your body save for a blue crest on the top of your head.
(OOC: Depending on the events which transpire during the campaign, your race may change. If your race does change, the circumstances surrounding that change may result in a change you have control over, or one the GM does.)
As an adult human mind in an aarakocra body, you never learned how to fly. (At least, not under your own power. You may have experience with one or more aerial vehicles.) In fact, so far as your knowledge of physics and avian anatomy goes, your new body shouldn't be capable of flight; the wings are too small to be able to support you. However, it will become immediately apparent that flight is possible once you observe native aaracockra doing so, and you can gain access to your fly speed with training. Learning to fly on your own will be difficult and time-consuming (and no doubt will involve more than a few injuries), but if you establish a relationship with locals, getting one to teach you how to fly should be possible, and unlocking your ability to fly would become much easier.
ALIGNMENT: The SPS performed numerous psychological screenings for its candidates. They didn't just want people with talent, they wanted people with a drive to explore, and those who valued Earth and the SPS's mission to colonize. The expectation is that all team members are Good aligned. However, it's certainly possible that some unscrupulous individual might be able to find a way to have gotten their imprint onto the probe...
LEVEL: At the beginning of this campaign, player characters will be level 2.
CLASS: All full casters (those classes which get spell slots starting at level 1) and half casters (those classes which get spell slots starting at level 2) are prohibited at character creation. There was no magic on Earth. Multiclassing into caster classes at level 3 and beyond is not prohibited in this way, although I do urge you to consider if the multiclass makes sense. (For example, multiclassing into Warlock without actually having a patron is a bit peculiar.)
LANGUAGE: Your starting languages are English and Mandarin Chinese; at the time when your imprint was taken, some level of fluency in both of these languages was mandatory to graduate from school. If your Intelligence is above 10, you may take a third language for free, which can be any real-world language; either you've taken some extra interest in language (though not necessarily to the level of the | feat), or you have a native language other than English or Chinese that you're keeping alive.
BONUS FEAT: All players may take one feat for free, which should reflect the reason your imprint got into the program or why Forerunner chose to print you over someone else in a similar field. For example, a military squadron leader might take Inspiring Leader, while a translator might take Linguist.
If you choose a feat which normally gives a bonus to an ability, instead you get +2 to one skill modified by that ability, or +1 to two skills modified by that ability. For example: if you choose Athlete, you do not get +1 to Strength or Dexterity. Instead, you get +2 to one Strength skill (Athletics), +2 to one Dexterity skill (Acrobatics, Sleight of Hand, Stealth), or +1 to two of those skills. This bonus stacks with proficiency and expertise in skills.
EQUIPMENT & CURRENCY: You have no currency; you were just bio-printed. If you're still around when the colony gets to a point where it needs currency, you'll be given back pay for your time employed with the SPS, but until then there's no need for any such thing.
You may requisition any common equipment from Forerunner at no cost. Assuming it's a reasonable request filling a need for the mission, it will oblige. You may have one personal item which does not need to fill a mission need. (It can be a set of items if that makes sense, such as a chess set or paper and drawing supplies.)
SOURCE BOOKS: All core D&D books are available without question (barring elements that have been otherwise restricted). Content from other sources may be available on a case-by-case basis with GM approval; ask first.