Terra-49 is a tabletop role playing survival game set in the future on a battle scarred planet the Humans of the region refer to as Terra-49. The aftermath of a long and devastating war has left multiple factions, warlords, and corporations as the ruling powers.
As an inhabitant of the system, you will need to decide quickly where your allegiances lie, stay sharp, and work with your allies if you want to survive.
While table top RPG's have been around for quite some time, we have done our best to make Terra-49 very accessible to those who have never taken the plunge into table top RPGs before. However, surviving in Terra-49 should still pose a challenge for veterans of the genre.
All you need to get started is a set of standard 6-sided playing dice and the Terra-49 Handbook.
Inside the Terra-49 Handbook you will find:
- Instructions on how to play the game.
- Everything you need to run a successful campaign as a game master.
- Information on classes and their abilities.
- A full listing of weapons and items.
- Race profiles including history and cultural information.
- A factions directory with information about local factions you can join or use in campaigns.
- A NPC resource section full of potential enemies, allies, and bosses for you to use in campaigns.
- A short play through tutorial that players new to table top role-playing can use to learn as they go.
Welcome to Terra-49, the role playing game that will thrust you into countless adventures of survival and exploration. Terra-49 is an immersive role playing game that will allow you to take on the persona of many creative characters of your own design. Whether you’ve always wanted to be an intergalactic smuggler with a band of mercenaries, or a smooth talking con man that has a way of always getting into the most impossible places with the most valuable loot, or a cigar toting bounty hunter that never fails to collect his bounty, Terra-49 has everything for you. With multiple classes and roles to play, the possibilities are endless. With a smooth, fast paced combat system, the action never fails to be nerve racking.
We’ve developed our game to suit the needs of many play styles, from the more advanced tabletop players, all the way to those of you who have never looked at a tabletop role playing game in your life. We will walk you through building your first character and show you everything you can do with him or her… or it. We will also take you through everything you need to know about the universe of Terra-49: the many inhabitants, alien races, planets, government factions and exciting things you can get yourself into. We will also explain all of the combat mechanics and game functions that go into making Terra-49 what it is.
We’ve also designed our game to work exclusively with household six-sided dice, or d6s. This way, you don't have to go out of your way to find gaming dice to play the game. The dice pool system will allow you to feel the progress your character is making as your skill points rise. With every attack, skill check, or defense roll you’ll feel where your character excels and where they are lacking.
Another advantage to Terra-49 is the low health pools. Everything can die in this universe, and die they do. Not only are the attack scenarios fast, death is only one shot away for your character, or any character for that matter. The fun part about Terra-49 is anyone can kill anyone and anyone can be killed. For this fact, the campaigns can go as fast or as slow as you want depending on you and your group. Making a character is fast and easy. So whether you want your campaign to last for years or just want a fun night of gaming with your friends, Terra-49 has you covered.
Years ago, driven by their insatiable curiosity and thirst for knowledge, the Yig set out to explore their native solar system of Magnuig. Discovering first the relatively peaceful and industrious Gothmi as well as the friendly but insidious Talch, the Yig became overly trusting and were quickly enslaved after discovering the war-like Ogshu. With the Yig forced to help advance the Ogshu's own technology, the Talch quickly realized the growing threat the Ogshu would present to their own kind. Forming a coalition between the Yig, Gothmi, and the Talch themselves, the Talch began leading a war against the Ogshu. Substantially outnumbered, the Ogshu's forces were eventually depleted, and they agreed to concede defeat.
The Ogshu released all Yig from bondage and agreed to join the coalition themselves. However, this fragile peace was quickly shattered by the arrival of Humans within the system. Grasping the strength and numbers of the human forces, the Talch feared what might happen should they become hostile. Twisting the situation to their advantage, the coalition decided they would grant the Humans the right to colonize the Ogshu home world of K'thuna. This was a bold decision that immediately set them at odds with the Ogshu and instilled doubt amongst the other races over the Talch's leadership and motives.
With the blessing of the coalition, Humans began to colonize K'thuna. They named it Terra-49 as it was to be the 49th planet colonized by Humans. Enraged, the Ogshu slaughtered many of the Human colonists. Thus began what would become a long and brutal war that would effect the entire system. Years have passed, and the system of Magnuig is in a devastated state of disarray. Multiple factions born out of the conflict have seized control of what they can, and many are attempting to rebuild Magnuig and Terra-49 for themselves.
How To Play
As in any tabletop RPG, one person needs to be the game master. The game master, or GM, is basically the narrator. The GM gets to tell the story and control any non-player characters, or NPC's, in the game. The rest of the players will get to be characters in the GM's story, moving around and interacting with the GM's world as well as with each other. This is part of the reason it is called a role-playing game, or RPG. You get to become different people and journey through a world full of endless new and exciting possibilities.
Much of the game will be played in your imagination. When you want to try and interact with other characters and objects in the world, you will have to roll dice in order to determine how successful your character is. Players will have character sheets to record any important information they might need while playing the game, such as skill scores, weapons, armor, etc.
That's basically it! How you "win" is really up to the GM; otherwise, just have fun playing and adventuring with your friends.
There are several different species you can play as in Terra-49. All with their own home worlds and histories.
The Yig are native to the planet of Arikan. They are a highly intelligent and mostly a peaceful race. Inventors and builders by nature, these unassuming aliens are responsible for most of the more advanced technology of the system.
The Talch are unmatched in their eloquence and power of persuasion. They produce pheromones that make those surrounding them more compliant and are often found in positions of power. Often respected but seldom trusted, they are notorious liars and masters of manipulation.
The Gothmi are mighty giants who live primarily in underground colonies that they create under the surface of their storm ravaged home world, Glagonmi. Both patient and industrious by nature, the Gothmi are revered as hard workers and master craftsman.
The Ogshu are the native inhabitants of Terra-49, a planet that they still often refer to by its original name of K'thuna. Displaced by Human settlers, the Oghsu both suffered and inflicted some of the highest casualties of the war. Incredibly strong and agile, the Ogshu are a proud warrior race regarded as some of the systems fiercest combatants.
Foreigners to the system, Humans are a relatively new arrival. Sent out by corporations looking to secure new resources and territories, Humans have quickly made themselves at home within the system. They are well known for being both cunning and greedy.
Magnuig is also home to many unique creatures, though only a few of them are sentient. There are the Xulo, a native race of skilled trackers and hunters, the Lamrin, a nomadic race of pirates and merchants, and the Delion, a mysterious race who's recent arrival seems to oddly coincide with the regions recent emergence of psychic powers.
Teamwork can be very important. While players in Terra-49 don't start out with classes, you'll want to decide who should do the talking, who should do the shooting when talking fails, and who's in charge of patching everyone up when things go south.
Later on, players can choose classes that will help them perform specific team roles more effectively.
Prevalent throughout the system, Mercenaries provide a much needed service for many factions and individuals.
Experienced fighters, they are comfortable in combat. Deadly and versatile, Mercenaries are a good choice for players who like to be a combat oriented "Swiss Army knife." Always ready for violence in any form it might take.
Highly valued for their ability to create and restore broken items, there is no shortage of work for Engineers in a time when much of the world has been reduced to salvage.
Engineers are perfect for players who enjoy fixing and tinkering with things. A good engineer will help everyone get the most mileage out of their gear and keep things running.
Gifted with exceptional powers, psychics capable of moving objects with their mind have slowly begun springing up across the system. A formidable power that has earned them the name of Tempests.
If you like the idea of exploring your psychic powers and using your mind rather than words or weapons, the Tempest might be right for you.
Trained in brutal up-close combat, Berserkers are fierce melee fighters that believe that things like ammunition and reloading are liabilities.
If you like intense and brutal front line combat, the Berserker class will offer you a dangerous but action packed play style.
Augmented with cybernetic enhancements, Mechromatons are individuals who have given up parts of themselves in favor of increased function and survivability.
If laying down cover fire and protecting your allies at all costs ranks high among your priorities, the Mechromaton offers you the tools to do just that.
Suffering and death are parts of daily life on Terra-49; so, naturally, medics are a highly valued commodity. Skilled in getting the most value out of precious medical supplies and stabilizing victims who would otherwise surely die, medics often hold the fragile power of life in their hands.
If you enjoy being the hero and saving your friends from almost certain death, the Medic is a good way to go.
Gifted but often troubled Psychics, Spectrates have developed a way to shape their mental energies into physical forms. They manifest specter-like companions that protect them from danger.
If the idea of rending your enemies limb from limb with an apparition of your mind sounds like fun, the Spectrate is the class for you.
During the war, and in the wake of its aftermath multiple factions rose to power within Magnuig, especially on Terra-49. These factions often offered food and shelter to those that existing powers had failed to protect. A few factions have even grown into large and powerful government-like entities.
Here are a few of the more prominent factions you might encounter and can join in Terra-49.
These are just a few of the factions to call Terra-49 home. And the political landscape of Terra-49 is always shifting.
Keeping with the gritty and apocalyptic feel of the universe, most of the weapons in Terra-49 are more savage and rudimentary than advanced and futuristic.
Don't be surprised if your party gets ambushed by a gang of chainsaw wielding Ogshu!
Weapons currently included in the game include machetes, shotguns, chainsaws, sniper rifles, sledge hammers, flamethrowers, and chainguns.
Some weapons, such as shotguns, have high on hit damage but suffer from short range and frequent reload requirements. While others, such as rifles, require less reloading and have a much longer range but typically require a higher skill to deal as much damage.
Running out of ammo or needing to reload at a critical moment are real dangers in Terra-49. But charging head long into the fray with a melee weapon may not always be advisable either.
You'll need to take cover to gain a defense against ranged attacks. Leaving cover will render you defenseless against them. Thankfully armor can help you mitigate some of the damage you might sustain, but even armor can't protect you from everything and will need to be repaired. Then again, there's always the chance they could miss you...
Med-packs will also be necessary to patch up any wounds you may sustain or stabilize a dying team member. But you'll need to use them wisely. like ammunition, item space is limited. So you'll only be able to carry a limited number of supplies, including med-packs. Meaning, sooner or later, you may just need to decide which team member gets the med-pack, and which one gets left to die.
While Terra-49 is in every sense a table top RPG, it's also a game built around resource management and survival in a world where the odds are stacked against you. Perhaps the simplest example of this is displayed in the core dice mechanic itself.
Most actions in Terra-49 will require you to roll a number of six-sided dice equal to your skill level in the action you're attempting to perform. Any dice that land on a 5 or a 6 are counted as a "hit" and everything else is discarded as a "miss".
Most actions will require a certain number of "hits" to be successful. Failing to roll enough "hits" to pass the challenge level will result in failure. With a 1 in 3 chance to roll a hit per die, the odds are always hard to beat.
You'll need to increase skills to better your chances, but no one in Terra-49 is unbeatable. Just one or two turns of poor decisions and bad luck can end in disaster. So you'll need a good team of friends to have your back when things get rough.
- A fully playable game.
- Full profile art for the Yig playable race.
- 3D printed miniature prototypes of the playable races.
- Custom dice for results at a glance.
- Sources for publication and production.
- Compile all game information into a PDF for download & publication.
- Obtain the remaining art and illustrations needed for the book.
What's the Money For?
Funds from the kickstart project will be used to pay for additional artwork and the production/shipping of all rewards.
Thanks to Jack Ozemik and Andrew Kennen of Eldrich Brothers Tattoo for all the work they've done helping us develop our concept art.
And thank you to Dave Wolf for all the work he's done so far helping us to bring the races of Terra-49 to life.
With a heavy, anxious breath, you muster the will to lift your head up to examine the cargo bay through the tiny hatch window of the cockpit you were forced into when it all went to hell. The smell of burning flesh is almost unbearable, even through the ten inch thick reinforced Kromine door. The sound of screaming is deafening, but the sight is worse. Seeing one of your own skinned alive with a cauterizing blade never gets easy to see. Sinking back to the floor, you try to contain your fear; not for you, but for them. They need you now.
This was suppose to be the score... easy job, in and out. Where did they come from? They couldn't have picked up our trail. They just couldn't have.
Dr. Prill is the first to ask you the question you wish you didn't have to answer, “What’s going on out there?”
Yigs aren't known for their courage on the field of battle, but you know you can't escape his question much longer. Looking at the rest of them, you remember their sacrifices for the team. First it was Kinar getting his third arm hacked off in that botched undercover drug con. Then Prill got the right side of his face blown off trying to get to Ulene when she took a sniper round to the gut covering our retreat from that M.P.O. outpost. Now this. Romine had the frame of mind to lock the rest of us in this god forsaken death coffin seconds before the fleshers breached the cargo bay and overwhelmed him. The fear starts to take you. You know you have to be solid for them; but you can’t help but think, when will it all end. Maybe today, right here in this floating hell.
Your lips are so dry you can feel them split apart as you open your mouth to speak for the first time, “I count five. It doesn't look good.”
“What’s our plan here?” Kinar finally raises his head realizing the weight of the situation.
Ulene clenches her gun. Checking the remaining stock of ammunition, she whispers, “I've got enough for a round of burst fire on them, maybe two.”
Kinar grips his sabers, one in each hand, “ I'm ready when you are boss.” The look of unflinching loyalty pierces through you making you dart your gaze to the floor. Sweat drips down from your nose on to the stock of your pistol, “I’ve got one clip left. We don't have enough to take them down. Our best chance is getting to that weapons crate Romine found. Hopefully we can take them by surprise. We work them into that back corner and flank them from the right side. We can use the crates as cover and try to find a way past them.”
“That won't be enough,” Prill speaks up.
You lock eyes with him, “It’s the best option we have right now! You stay on our ass, Prill. If one of us goes down you’re the only help we have out here.”
You take another peek out the thick glass to assess the plan again. Romine’s partially skinned body makes you lose focus for a moment; that, or the fact that they are gorging on chunks of his exposed meat. His screams start to bring up the fear again. You bury it and crouch back down to them. “Alright, Ulene, get into position in front of the door. The moment it opens up, unload on ‘em. Kinar, rush the ones that survive the burst. Take as many out as you can. I’ll flank right and take the stragglers that move into the corner; and remember, we need to get to that weapons crate if we can. Romine mentioned explosives; so if you find grenades, that’s our last line of defense.”
Ulene glares at you with a grievous look in her eyes, “That'll breach the hull. We’ll never survive that!”
You glare right back at her with the most reassuring look you can muster, “If the choice is dying in the dead of space with those monsters or having them make me watch as they tear you apart in front of me, I'll take dying in space.”
Ulene puts her head down.
“Sober up,” you say to her, “As soon as you finish your burst and you see us breach the door, you pull out that pistol and follow me to the right. Stay on me.” She gives you a sullen nod. Looking to the rest of the group, you know the time has come. “Alright, everyone ready?”
“Is it too late to say no?” Prill asks from his hunched position behind Kinar. You give him a half smile knowing full well this may be the last time you see the him alive. The next few moments seem to never end. You start to count back from five, looking at each one of them in turn as you do. Ready to make your stand. Ready to take back what’s yours. You finally reach one.
“NOW, GO GO GO!”
The door bursts open as you rush towards death…
Risks and challenges
Previously one of our primary challenges in developing Terra-49 was in securing what we would consider adequate artwork to properly capture and display the environments, characters, and the overall feel of Terra-49.
It is possible that our current publisher, artist, or manufacturers become unavailable to us, delayed in their production, or increase their prices to an extent that we can no longer feasibly obtain products from them. However, we do have alternative sources should the need arise.Learn about accountability on Kickstarter
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