Kingdom is a science fiction role playing game set after the year 2045 in the Milky Way Galaxy. A man named Ben Smythe has created an IFTL drive (Instantaneous Faster-than-light).
The Kingdom Role-playing System relies on six sided die and percentile die. Players can either randomly generate the basic statistics for their characters or GM’s (Game Master) can choose to have a point buy system. Then they play through adventures run by the GM where their choices can inevitably and sometimes unpredictably have an impact on the galaxy at large.
The system allows for easy creation of new adventures while having a large framework for the underlying narrative of the Kingdom universe. The main book will contain many species to use as enemies/allies/players as well as information about technology, planets, ships, and more. GM’s will have many tools at their disposal in the book in the form of percentile charts that will allow them to randomize events that happen to their players and can act as plot devices. It will also contain a starter adventure for both of the canon Kingdom scenarios.
The scenarios are as followed:
Scenario One (Year One Scenario): Ben Smythe's plan was to use a private space craft that he named after his deceased daughter (Charlene) and have a crew of professionals set out into the galaxy for one year. Using public records he was able to bring up a list of 20 star systems with a high potential for Earth-like planets. The crew of the Charlene would then go to these worlds and collect scientific data, life-forms, and technology if they encounter it. Ben would then use this evidence to prove that his drive was real and found a company to exploit the newfound knowledge. Each crewmember is then guaranteed a percentage of the company.
In this scenario players would be restricted to human characters in the beginning of the game. As the game continues on and the players come into contact with intelligent species on several of these worlds there would be opportunities for them to create alien characters (GM permitting). They will eventually encounter the Kingdom, an alien empire that covers most of the Milky Way Galaxy and incorporates thousands of different civilizations as ruled by the race known as the Nobility. This would be the more difficult of the two starting scenarios since the crew would be largely restricted to human technology of 2045 (mostly within the realms of what we have today) which are inferior to much of the alien technology that they encounter. The only advantage that humanity has is its IFTL drive which is much faster than the Kingdom Gate Network which results in trips that can take weeks, months, even years between star systems. Research, diplomacy, and exploration are stressed more than combat which is much more dangerous for the players at this point.
Scenario Two (Aftermath): Takes place a year after the initial crew comes back from their journey. Ben Smythe’s corporation (Exotechnology Inc.) is now a massive multi-billion dollar institution. He has a small fleet of vessels that interact with the Milky Way Galaxy (and beyond) for profit and exploration. They are now a power within their own right within the Galaxy with limited connections to the Kingdom and various smaller governments. Due to the limitation in producing new drives (Ben Smythe can only create 12 a year) the Exotechnology corporation is not as wide-spread as most alien civilizations. Instead they largely are hired out by either the Kingdom or other governments for urgent missions that only IFTL can react to in time.
In this scenario the players would have access to humans and various aliens working for the Exotechnology corporation. There would still be some elements of exploration but also with a more focused mission-based structure if they wish. With more developed technology they also are much more capable of combat scenarios that they wouldn’t have been able to complete in the previous scenario (at least not until very late game).
One other unique aspect of this is the ongoing Metagame that Kingdom will have once funded. This focuses on the Aftermath scenario and provides players/groups that sign up with new ongoing storylines and plot developments as the Exotechnology Corporation moves out into the galaxy. This will come in the form of 4 reports delivered by Ben Smythe to the players as if they were Exotechnology stockholders in the year 2046. These newsletters will contain information on new species, weapons, conflicts, and more. These developments will continue on in real-time so for every year that passes 1 year goes in the Kingdom: Aftermath Metagame.
For those players that want to be more involved in the Metagame there is an option for groups to sign up to receive a year’s subscription of unique adventures that will be sent to them. These adventures will be customized for their group and they will have the option of reporting back to us. That means that these groups will actually have the opportunity to influence the direction of the Metagame and be mentioned in Ben Smythe’s reports.
Kingdom Combat System (KCS)
Regular combat: Attack skill roll versus applicable defense. If the attack roll is higher than the defense weapon damage is then added and then subtracted from the defender's HP. When a defender reaches 0 they are unconscious. If reduced to negative numbers the attacker can declare the defender dead if they wish. A player (or npc) can then take an action to kill that character. Other defenders have a free action to defend that character.
Social combat: Social skill roll versus social defense. If the attack roll is higher than the defense roll the attacker gets a success for their skill check. If they are using it in combat to scare off a defender a result that is more than double the defender’s social defense score makes them flee. A defender who is fleeing can attempt a social attack of their own after a round to stop. They must succeed in a result that is more than double the attacker’s social defense score.
Advanced combat: Applicable skill versus applicable skill. The attacker rolls for their skill and the defender rolls the same or applicable skill. The attacker roll is then divided by the defender roll. The result is rounded down. All results except for Hobbled and Annihilation are only applicable to whoever made the advanced combat roll.
1= Gained advantage. Future combat rolls get +4
1= Hobbled. Defender rolls against all opponents get -2
2= Domination. Future combat rolls get +6 and defender rolls get -4
2= Disarmed. The defender loses control of one weapon. If the attack has a free hand they can grab the opponent’s weapon.
3= Annihilation. Defender is reduced immediately to 1 hp, gets -6 to future rolls, and is considered to be immobilized. A defender has to get at least a 2 in advanced combat next round to continue combat.
Space Combat (PFR System)
The Attacking pilot and the Defending pilot roll piloting skill. The Attacker’s roll is divided by the Defender’s roll and rounded down. For every point the Attacker gets as a result the Firing players get to roll that many more die for their part of the round. The Defending pilot’s roll is their “to-hit” score for Firing players that round. (Example: Chuck is the attacking pilot going after a Kingdom Fighter. He rolls a 36 for his piloting skill while the Kingdom Fighter rolls a 12. Chuck has earned each one of his firing players 3 extra die for their next attacks. The Kingdom Fighter has a “to-hit” score of 12 for this round.)
Utilizing your firearms skill Firing players attack the Defending vessel. If they meet or exceed the Defender’s “to-hit” score they land a hit. For fast firing weapons every multiple of the “to-hit” equals another hit that round, rounded down. (Example: John wants to hit the destroyer with his fighter’s rapid fire weapon. The Destroyer has a “to-hit” of 10. John rolls a firearms skill of 32. That means John landed 3 hits.) For every hit a Firing player manages they roll a d20. If aiming for a part of the Defender’s vessel they need to minus a certain amount of die from their initial roll:
14-16: Engines (-2 die to target)
17-18: Shielding Systems (-4 die to target)
19: Power Distribution (-5 die to target)
20: Bridge/Cockpit (-6 die to target)
NA: Weapons (-7 die to target, individual weapon placements must be targeted)
Reacting to hits. Crew can assist the effort with applicable skill rolls (depends on GM’s judgement). Every multiple of a “6” is considered to be a success. If used to mitigate damage taken every success mitigates 10% of it. (Example: Lauren uses a technology skill roll to help mitigate the 100 hp damage the shielding systems took. She rolls and gets a “36” result. She has effectively reduced the damage by 60% which means the shielding systems only took 40 hp damage.)
For strategy purposes every multiple of “6” is considered to be a success. This can then be applied to the pilot for their next offensive or defensive piloting skill check. Every success equals another extra die the pilot receives.
(For every 1,000 we get over the goal I will be throwing in new and unique items for donors who have pledged 50 and up. Some will also be available as add-ons.)
9,000 – New Source Books
10,000 – An extra Kickstarter Adventure!
12,000 – Space Combat Miniature Game
15,000 and up – UNKNOWN
Risks and challenges
The challenges for this project are largely one of printing cost and word of mouth. Kickstarter is an important part of getting this game off the ground and on gamers' radars.
Without the money the goal brings I will be unable to do a physical publishing of the game. I will also be unable to commission much more of the fantastic artwork of which you have sampled here. It will also leave me in a position where I might not be able to pursue a miniature table-top game based on the combat systems I've devised and the foundations I've created.
Other than that I am fully ready and willing to deliver a rich and robust series of books that should keep gaming groups busy for years to come.Learn about accountability on Kickstarter
- (60 days)