A Steampunk world where the fantasy and science fiction of the 1800’s is real. PL:4 (but with very strange machines like anti gravity wood-made boats that rival PL 7) SOURCES: League of Extraordinary Gentlemen (Movie and Comic), Space 1889 (RPG), Castle Falkestein (RPG). Steampunk.
Point of Divergency:
PL4+ with many PL6 and PL7 Inventions
Documented Access Points:
Law Of Stiff Upper Lip. Retaining composure gets better results than getting emotional; 2 penalty for actions when composure is lost; other mechanics possible.
Law of England. Natural superiority of Englishmen; non English p rated characters are contradictory; 2 penalty for actions of non English working against Britannic Empire, penalty drops to 1 for non English generally or English renegades.
Law of Aether. Weird Science at Tech 30; more reliable than Nile/Terran version.
Law of Classes. Differentiates between ‘civilised’ and ‘native’ populations; bonuses for appropriate skills.
Law of Planets. Different axioms on different planets.
Short Description of PoD:
In this parallel Earth the science and technology of the 1800 and back works. The laws of physics are different.
Outher Dimensional Interference:
SciFi Genre: Clasic Heroic Adventures, Fantastic Adventures of the 1800’s. Victorian Adventure
d20Modern: Alternate Earths with alternate rules
Comics: The League of Extraordinary Gentlemen
TV: Wild Wild West, The Adventures of Jules Verne
Games: SPACE 1889, Castle Falkenstein, Forgoten Futures.
Las ciudades de Verne 1 son iguales a ciudades de los 1800’s. Las estructuras y ropas son altamente victorianas. El visitante puede ver en esta realidad barcos voladores vehiculos fantasticos y hasta habitantes inmigrantes de otros planetas como Venus, Luna o Marte. Los habitantes son educados, llenos de costumbres y tradiciones. No les gustan los maleducados ni los que buscan solucionar los problemas con pu±os en lugar de dialogando.
Es comn para el agitado trabajador el visitar el Hamburger Club para un rßpido alimento. Aquellos que leen el peridico disfrutan de las tirillas cmicas Comrades y se lleva para algn picnic unas cuentas botellas de SodaJuice. Mantenerse al tanto con lo que pasa en el munod es importante asφ que lo es el skill Knowledge/Current Events. Conocer las reglas de etiqueta tambien asφ que Diplomacy es importante tambien.
Everything Jules Verne could have written.
Everything H.G. Wells should have written.
Everything A. Conan Doyle thought of but never published û because it was too fantastic.
In 1988, GDW published a role playing game called Space: 1889. The brainchild of Frank Chadwick, the game takes place in an alternate universe that more resembles the worlds of Jules Verne and Edgar Rice Burroughs than it does our own.
Thus, Mars is a planet populated by ancient races who built a network of canals in an attempt to save their civilization from the encroaching desert. In the universe of Space: 1889, the Canal Martians live in the remnants of their once proud cities while fighting off their barbarous cousins who live in the steppes and high plateaus of the Red Planet.
The Moon is honeycombed with caverns where the insectile Selenites hide their secrets.
And Venus is a planet wide swamp full of dinosaurs and primitive amphibious natives.
When Thomas Edison invents a space drive, the Ether Propeller, he opens these strange worlds to the imperial nations of Earth and a wave of interplanetary colonization quickly follows.
If you like Space 1889 then you’d probably enjoy the Crimson Skies PC game. Also Wargames Foundry now produce a wonderful range of Darkest Africa metal miniatures suitable for any Space 1889 games.
From Wikipedia, the free encyclopedia.
(Redirected from Space 1889)
Space: 1889 was an early Steampunk role playing game by wargaming legend Frank Chadwick, originally published by Games Designer’s Workshop and later by Heliograph, Inc. The name is a parody of the television show Space: 1999.
As the title implies, the game is set in an alternate Victorian Era in which heliograph satellites orbit the planet and steam powered Aether flyers cross the space lanes.
Thanks to the discovery (by Thomas Alva Edison) of the properties of aether, the major nations of the Earth have now access to space travel, and are extending their colonial interests on Mars (a barbarian, Edgar Rice Burroughs style planet)and Venus (a primitive planet teeming with dinosaurs). The later discovery of Liftwood, a plant endowed with anti gravity powers growing on Mars, pushes technology in a new direction, allowing the deployment of aerial fleets in the skies of the Red Planet (on Venus, more traditional zeppelins have to do).
Supplements to the game included scenario collections, geographical sourcebooks and two wargame products (the Soldier Companion, for land based battles, and the Sky Galleons of Mars, for aerial combat), plus a simple boardgame. Heliograph also published three digest sized numbers of the “Proceedings of the Royal Martian Geographical Society”, which included rules expansions, fiction and scenarios.
The game was always considered weak in its depiction of the alternate Victorian Earth (which was never covered by a supplement), and probably suffered from an excessive focus (at least in its first supplements) on military action.
Some of the RPG’s weaknesses can be explained, though, by the fact that Sky Galleons of Mars was actually the first game in the setting. In contrast to the role playing game’s ambiguity, SGoM is a fully realized and quite innovative tactical combat simulation. Interested role players would probably be well served by retaining the Sky Galleons game and porting the RPG’s setting to a more fully developed rules set, such as d20 or GURPS. The additional holes in the setting can be filled with fairly simple research into the historical 19th century; the conceit of the game was that 19th century imperialism was expanding in scope to embrace other worlds while retaining its social and political characteristics. Britain still rules the waves, and now the aether and the skies as well. France is an uneasy second, wracked with communist anarchist intrigues, and newcomers Germany and Belgium are spoiling to make up lost ground in the colonization game. The military focus of the original RPG aims for a ‘Kipling on Mars’ feeling, but the setting is expandable to virtually any facet of the 19th century players find interesting.
The game runs on a very simple, d6 based system, still very close to the classic wargaming engine from which the game evolved. Interestingly enough, the system includes a set of rules for the development of new inventions and for the simulation of scientific research.
Players choose among a number of templates (most of them military oriented), and have access to a large catalogue of resources and accessories (many of which they’ll have to invent themselves).
A computer game adaptation was also released at the height of the game’s popularity.