Nibiru is a science fiction tabletop role playing game set in an ominous space station. It’s focused around the themes of memory, nature and artificiality, and features a rich world (inspired by Ancient Mesopotamia) as well as a quick-to-learn system that builds each player's persona based on the retelling of their pasts.
Nibiru is a space station submerged in the ocean of debris orbiting the Star of Fomalhaut. A monstrous, steel-clad vulture feeding off of a collection of unborn planets, Nibiru's purpose is unknown—at least, for those that reside in it. Near the Core of this skyless world, a group of enclosed city-states harbors the majority of the human population.
The final cover of the book is subject to change.
The characters portrayed by the players are different from the rest of the peoples of Nibiru. They come from strange places called Habitats, each functioning as an archetype that changes not just the backdrop of your memories, but the mechanics of how you recall them. From Dreamlanders—people that only seem to remember the lives of other individuals—to Vagabonds of the Machine—who share the memories prompted by a sentience-inducing computer virus—each of the five habitats holds mysteries of their own, as well as unique mechanics that make them all the more exciting to play.
Nibiru shines not just because of its otherworldly premise, but also due to it's deeply thematic and creative mechanics. The game features a very simple, skill-less system that makes your character grow as you recover the memories of your past. Each new entry in your Journal contains a narrative bit tied to a bonus (or penalty!) that serves to slowly reveal your character's strengths and weaknesses.
As the game progresses, your journal grows along with your character, slowly revealing their true potential as well as their hidden past!
The way in which you write your memories has a power of its own. Far from being just narrative justifications for the mechanical development of your character, memories can impact the game via Revelations. Revelations enable you to add new consequences to what you write. Whether by using your memories as a message that can be stored within objects, producing a mind-shattering poison made up of your darkest recollections, getting bonuses for writing in rhyme or for telling an expansive story arc, Revelations allow for interesting tales to unfold not just verbally, but also in written form.
What are you waiting for? Try out a sample adventure and the basic MEMOs system with our free Quickstart Guide!
This Kickstarter has been launched to fund the printing of the Nibiru Corebook in a high-quality, hard cover format, with several of our goals pertaining the expansion and improvement of the book. Up until now, the game had been under development for two years—a labor of love that saw us invest heavily in the setting's portrayal, working with amazingly talented artists to bring Nibiru to life.
Luckily for you, most of the art is now complete, as is its funding. Writing of the book is almost finished, with editing already taking place for the early chapters. Thanks to this commitment, we are able to keep our Kickstarter funding goal low and our delivery times reduced!
To avoid keeping you from playing the game for long, and given that we want every backer to feel like they get more as the Kickstarter progresses, the stretch goals we have designed are mainly geared towards expanding the content and improving the quality of our Corebook, which already includes...
► An overview of the Nibiru setting, as well as the story of the first nomad peoples that crawled out of the darkness to settle in the verdant immediacies of the Core.
► A dedicated chapter for each of the three regions of the Skyless World: Antumbra and the cradle of civilization, Penumbra and its humble colonies, as well as the untamed expanse of Umbra, where silence and darkness reign uncontested. Included with each area, we also feature a sample settlement with interesting story hooks, and a host of characters to meet, so that you can dive right in with your group.
► The mysterious Habitats and their Vagabonds, rumors about their nature as well as advice on how to write your memories, tap into the story-weaving elements of the MEMOs system and everything you need to remember your past while securing your future.
► Details on the bio-electric life forms of Nibiru, as well as the intelligent machines that are part of humanity's daily lives—each of these beautifully illustrated and showered with story ideas for you to utilize.
► A chapter focused on narration, and running games and story arcs centered around the recovery of the characters' memories, including tips on weaving plots in which your characters drive the story via their ambitions, face world-shattering events, escape dark conspiracies and fight to stay alive.
► A one-shot adventure designed to get you exploring the station from the get go!
Either if you just want to dip your toes with Just Awakened or you want to explore the full potential of Nibiru as a Whisperer, there are several different pledges for you to choose depending on how much you want to get involved! As we move past the funding goal, you'll see how your pledge gains value with each unlocked stretch goal, the bulk of which will be focused on adding to the Nibiru Corebook with extra content.
The Vagabond pledges come along with a choice: the choice of where your adventure starts. You'll receive a map of the region and their featured settlement, as well as an adventure set in said locale in PDF.
Antumbra, where Nibiru's city-states stand proud—each older than the other, each a beacon of hope for those escaping the harshness of the lower depths. Your character will need wits to navigate the complex social networks of the city-states, hiding in plain sight, and slowly carving a place for themselves amidst the masses that make this, the sprawl of the Core Sectors, their home
The discovery of massive tunnels under the Core Sectors delivered the Antumbran peoples a promise of new beginnings: Penumbra, the depths beyond. With time, however, their colonies grew increasingly isolated from the Core—and soon enough, they found within them the strength to cut ties. Your character will need to be bold, facing both the dangers that lie neath the shadow of the world and the conflict that plagues the struggling societies of Penumbra.
The domains of the Darkness are highly hostile to human life, with pressure 50% higher than Earth's gravity. Even with that, some exceptional people manage to thrive in Umbra. Weird folklore, mysterious locales, and the ever-looming dangers that crawl beyond the light; the Darkness is only for the strong and the mad. Your character will need to be brave to face the mysteries of Umbra—accepting of the fact that the place will change them forever.
You may use the table below to estimate what your shipping charges will be. Bear in mind that, if you purchase add-ons, your price might slightly differ from that shown here:
Once we are past our initial funding goal, we have a host of stretch goals to improve your experience! Most stretch goals will be focused on overhauling the Corebook. When more backers hop onto the campaign, everyone wins. Spread the word!
You can purchase add-ons for your pledge, with the options listed down below. Some pledges provide you with one option of a particular product (for example, a specific adventure or map). Buying add-ons allows you to purchase other products not included in your pledge.
To buy an add on, make sure to add the amount charged for it (see below) to your pledge. After the campaign is over, we'll notify you when it's time to process your order—where you'll get to choose the add-on you want to include.
Remember that physical add-ons might increase your shipping cost slightly. Our currently available add-ons are...
Risks and challenges
We know how first-time Kickstarters can be—and that's why we've taken extra provisions!
The Nibiru project has been going on for two years to ensure the most costly part of the it (art production) is done almost in its entirety, so that we can deliver promptly and without hassle. We are doing fulfillment via GamesQuest, and the team is personally going to be helping out to hand pack the pledges. We've looked at options to overcome possible challenges (such as Brexit, for which we've consulted with logistics agents, the likes of RPG shipping specialist Garry Harper). For this reason we've chosen to take shipping payments after the Kickstarter is over.
The writing in the book (with the exception of parts that might be expanded via the Kickstarter) is almost finished; the game mechanics thoroughly tested, and editing & proofreading is underway. All of this helps us focus on outreach, promotion of the game, and its production. We'd like to continue to produce quality material, and we know that the importance of getting our first project right cannot be overstated!
Federico Sohns, author and game designer of the game, is a full time Assistant Line Manager at MODIPHIUS Entertainment; publishers of the "Start Trek Adventures", "Achtung! Cthulhu" and "Conan: Adventures in an Age Undreamed Of" role playing games—among others. Under the flag of Araukana Media, he intends on releasing narrative-driven games with evocative settings and creative mechanics.
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