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Welcome back! This is a project for the new edition of the RPG, The World of Synnibarr. By Raven c.s. McCracken.

This is a project for the new edition of the original Science fiction fantasy RPG, The World of Synnibarr: Invicta. By Raven c.s. McCracken

Featuring a foreword from Dr. Richard Garfield, the creator of Magic: the Gathering.

We’ve got artwork, a scaled down production; PDF rewards and more.

Come be a part of the Ultimate Action Adventure as the Worldship saga continues...

This time the game is spread over three books, as opposed to a single unwieldy tome; these shall be released in both PDF, through Amazon, and Softcover, through Lulu and your local game store.

What’s new in this edition: the entire engine has been redesigned from the ground up; simplified, tightly tuned and balanced. There is one “prime mechanic” and three primary dice rolls for combat.

Synnibarr: Invicta still features the “greats” such as the BSC’s and their midnight sunstone bazooka, as well as the Winged Grizzly’s with laser-vision!

The Worldship Atlas I- Over 200 pages. This manual contains the information on the cities, continents, denizens and the gods. The Worldship Synnibarr itself is described like never before in an atlas style format that covers the details of both the interior and the exterior flora and fauna.

The Ultimate Adventurer’s Guide I- the core manual, over 350 pages. This book contains all the guidelines for basic and advanced character generation: the dozens of races, organizations, abilities and spells, as well as the provisions-including powerarmor and starship construction- skills, cybernetics, and the complete combat system in both basic and advanced format. This manual has all the basics required to play.

The Book of Fate I- the referee’s guidebook, over 150 pages.  This manual has all the secrets essential to running the game smoothly and efficiently, with mounds of detailed data from the generation of adventures (games), to alien worlds/races and substances, to how to solve problems that may arise during the course of nearly any game. This manual has the precise specifics for advanced combat as well as secrets about the Centiverse that only Fate knows.

Goal: $3,500. GoaLLLLLL achieved! Kickstarter supporter credits. Thank you for all the help making this dream a reality, we will include a special thank you page(s) with the names of the backers.

Stretch Goals

$7,000: if we reach this goal, (EDIT: we have decided to build an official website. which will hopefully include a character generator!!) Raven will add 5 more provisions and cybernetic augmentations to this edition of the game, including the counetrgrav thruster units, finger-tip hypos, claytronic mass weapons, saber and imperial class power armors.  These will not be available in the playtest pdf versions; however, they shall be available upon project completion!

$10,000: if we reach this goal, Raven will add additional explosives and delivery systems, including the “Planet Smasher” missile. These will not be available in the playtest pdf versions; however, they shall be available upon project completion!.

$13,500: if we reach this goal, we will contract Brian Snoddy to do the cover artwork and at least 1 interior illustration, maybe more if he has time, for the Ultimate Adventurer’s Guide I. Brian Snoddy is a MAGIC the gathering artist and one of the greats in the industry.

$15,000: if we reach this goal, Raven will add the famous Archer’s into this edition of the game complete with the “Silent exploding arrow.” These will not be available in the playtest pdf versions; however, they shall be available upon project completion!

$20,000: we will contract Brian Snoddy for the Worldship Atlas cover and the Book of Fate. And that’s all three books in this series done by the same artist!

$25,000:  if we reach this goal, Raven will add 25 Bloodmage (Ravashem) spells to this edition of the game, including the “Blood ritual for power” and the “Summoning the spirit of stone, wood and metal.” These will not be available in the playtest pdf versions; however, they shall be available upon project completion! This drastically increases the page count and we will eat the added costs of printing.

UPDATE! Here is a smattering of the new system.  Just a few items to give an example.

Here is a sample of some of the material from the upcoming manuals! 

Keep in mind this is playtest version only and has not been edited.

FYI: the word "Altanant" in the story description is for the alternate planet Synnibarr orbits each year.

This sample section includes races, organizations, provisions- including a starship, abilities and spells plus a mutation. (EDIT: added the Shandreall Plains of Mist!)

Have fun! we sure do!

Sample races

Alentien, Sentient dreams of the Worldship.Human variant with golden skin, Hair: white, Eyes: gold.

Merit Cost: 45.

Special diet: vegan

Special sensitivity: Black titanium may damage Alentiens in any form.

Racial ability: Insubstantiality: Transformation-insubstantial.

Powerbase: psionics.

Constitution: 3. Merit Cost: 30

Casting Time: To become insubstantial: 1 uncomplicated action; may be used as a Normal Fate, dodge to avoid BA attacks.

To become solid: 1 second, from the time started.

Range: Self/Touch. Affects only 1 kilo of additional payload, besides Alentien, per cogency point.

Duration: Concentration, up to 1 minute.

Effect:The Alentiens transformation effect is invisible. The insubstantial form has normal sight/hearing skills and is seen as an illusion the general size of any appearance the Alentien desires.

While insubstantial the subject flies at 9 m/s through solid substances, + 1m/s per 10 cogency points above 90. While insubstantial the Alentien cannot pass through powerbased defenses, black titanium or physically touch any other type of solid matter. While insubstantial the Alentien is only harmed by powerbased effects/dam and black titanium.

Bio-syntha-cyborg (B.S.C.) organic electronic human.This is the most complex of the character classes to play. May be of any human race; B.S.C’s may switch gender: requires 24 hrs.

Merit Cost: 50.

Special dietary requirements, severe: To remain alive, all BSCs are dependent upon the metal Palladium. Should a BSC be denied a minimum of 1 milligram of palladium for more than 120 consecutive hours; the unlucky BSC shuts down permanently within the following 1d20 hours (subject rolls the d20 as trauma). See Special substances, palladium.

Special magnetic sensitivity: EMP: BSC’s are shut down for 1d6 seconds when hit by an emp of greater than their merit x tech level of 30. 200 x 30 (tech level) = 6,000 cogency however… the magnetic sensitivity increases the effect of the emp by 10. So a 600 cogency emp would hit organic electronics at 6,000 cogency.

Special condition: BSCs may hold their breath and function normally for up to 1 hour every 24.

Special chem effects: Not affected by most poisons or chemicals.

Exceptions: Truth Serum: effective on BSC.s; Sense enhancer: acts as a poison.

Special disease effects: BSC’s are not affected by most diseases. Exception: Hemorrhagic maladies and Kuru have normal effects.

Special Substances: powerbased substances all have the normal effects.

Special skill: No need to sleep. See Golden Tiger Guild.

Enhanced senses

Racial ability: Techkinetic

Powerbase: energy.

See Alchemy disciplines.

Racial ability: Midnight Sunstone Bazooka: Beam attack, damage.

Powerbase: Pure psionics.

Constitution: 2 to create the weapon and 1 for the first Shot; then 1 every Shot thereafter for the duration.

Special Con Gate: no more than 1 Constitution can be burned into the weapon in a single shot to start.

Special Merit adjustment: 200 merit for 2 con per shot, and another 300 for 3 con per shot for a total of 500 merit for a con gate of 3 etc. This merit is NOT added to the merit of the Bazooka for calculating cogency.

Merit value: 30.

Casting Time: 1 action.

Range: 100 m.

Duration, beneficial effect: concentration, the weapon lasts up to 1 hour.

Special Duration: the user may only have one bazooka active at a time.

Effect: Creates a weapon out of cogency that fires a beam of midnight-sunstone energy or Venderant Nalaberong psionics.  3 Dam per cogency point. The pure powerbase damage multiplier is incorporated. Typical damage to start: 90. The beam’s pure powerbase is only be nullified by another Pure powerbase such as Venderant Nalaberong- See Locutious Cognomen-Pure powerbases.

Haliatheans,bipedal crocodile humanoid, with crocodile tail, head and snout. The tail is long and very sturdy with the classic ridges.

Merit Cost: 50.

Special diet: Carnivore

Special Size Adjustment: While the stature of a Haliathean is increased their size is not such that any weapon or equipment adjustments are required.

Special natural weapon: Bite: 5 Dam; Tail: 3 Dam.

Sample Organizations

Bloodmages

Merit cost: 60/90.

Special Merit cost: If not pure Ravashem the cost to train as a bloodmage: 90 merit.

Principles: To conquer and rule Worldship’s inhabitants.

Special skill: Constitution storage in an item See general abilities. The Bloodmages use a special dagger for this purpose.

Special skill: Mixed Mystic Art practitioner, Partial. See general abilities.

Special ability: Ravashem Curse. Shot, target number required 80 or above, wide beam attack.

Constitution: 1, Merit Cost: 10.

Powerbase: Magic.

Casting time: 1 action.

Range: 10 meters.

Duration: Concentration, up to 1d4 seconds.

Effect: The bloodmage can make a target suffer severe cramps: -1 on all Aim/Shot, Fate/Deed rolls for the duration of the cramps per cogency point; max adjustment: -50. Targets reduce the duration of the cramps as they would the duration of a stun effect. See Trauma, stun: metabolic shock.

Special equipment: Ravashem Hadrathium Dagger: (10 Dam + Fda) DM: x2; Bpf: 6.

Value: $1,500.

Mage-Tiger Guild

Merit cost: 80.

Principles: To protect the Worldship’s inhabitants from harm.

Special skill: Constitution storage in an item. See general abilities.

Special skill: Mixed mystic art practitioner, partial: the subject may only purchase any abilities in the 30 merit categories and below in magic and chi powerbases only. The subject does not receive any additional merit to spend on abilities.

Special skill: No need to sleep. See Guild, Tigers, golden or scarlet.

Special skill: unarmed combat. All attacks from a tiger’s empty hands/feet are considered B.A. Attacks. Special hand and feet: 10 Dam +Fda.

Special limitation: The tiger’s cannot wear armor that has a Fate reduction and have the unarmed combat skill adjustment.

Magewarrior Guild

Merit cost: 50.

Principles: To protect the Worldship’s inhabitants from harm.

Special skill: Constitution storage in an item. See general abilities.

Special skill: Pure practitioner, magic. The subject may purchase any magic spell with merit.

Special equipment: Guild ring, forgotten steel. Amplifies cogency by 30%.

Repossessions Guild

Merit cost: 45.

Principles: To provide a quality service for the contractor willing to pay. Rates: $10% the value of the items recovered.

Special skill: Mystic: The subject may purchase any one ability in the 10 merit categories and below in any of the six powerbases.

Special skill: Pick Locks.

Special skill: Disarm Traps.

Special skill: Pick Pocket

Special equipment: Guild locksmith tools; if lost: reduce the user’s manipulate device and tool rolls by -10.

Sample Skills

Practitioner limitation: To be a practitioner of the art in any form, with the exceptions of Chi and Mutations, requires a minimum of: +5 intelligence.

Bonus ability: Gaining any form of practitioner comes with one bonus 10 merit ability/spell in the powerbase of that Art.

Sensing powerbases: A character may always sense the presence of any powerbase they use.

Range: 1 meter; cannot be increased.

General abilities, Mystic

Merit cost: 10. The subject may select and use ONE 15 merit ability or less, from the general abilities, alchemy, chi, earthpower, magic, mutations or psionics.

This is NOT a practitioner of the Art.

Special limitation: This may only be acquired twice.

General ability,Practitioner of the art, Minor:

Merit cost: 20. Once purchased, the subject may acquire with merit any abilities in the 20 merit and lower categories in any one powerbase.

General ability,Practitioner of the art, Partial:

Merit cost: 30. Once purchased, the subject may acquire with merit any abilities 30 merit categories and below in any one powerbase.

General ability, Practitioner of the art, Full: Merit cost: 40. Once purchased, the subject may acquire with merit any abilities 40 merit categories and below in any one powerbase.

General ability, Mixed mystic art practitioner, minor

Merit cost: 40. Once purchased, the subject may acquire with merit any abilities in the 10 merit categories in any of the six powerbases.

Sample spells

Alchemist Armor: Armor.

Powerbase: Alchemy.

Constitution: 1. Merit: 10.

Casting Time: 1 uncomplicated action. Range: self.

Duration, beneficial effect: up to 1 minute.

Effect: The starlight armor surrounds the caster and the field blocks 1 point of force per cogency point. While active, the user does not require air.

“10th of Chiropa, Enchanted Continent, 531AD, Altanant: tropical world dotted with islands.  The twisted roots of the trees tripped me and I cursed them with all my might as the arrows bounced off of my armor, chipping away at my strength. I kept the defense up while frantically scrambling up the steep rain drenched slope on my hands and knees desperately searching for someplace to hide from the enemy fire.  Slipping in the mud, my shielded fingers caught on one of the many roots and I used it to pull myself to safety, praising every centimeter. As I worked my way up the Hoananarr sent lifeline, the thick bloodsoaked mud never touched my hands.  Still to this day I wonder if any has found the Black Blade of Hadrathius hidden in the ruins beneath that quite little valley on the Enchanted Continent.”

Archibald, Grimhart, Alchemist adventurer

Flying foot: Combat stat; skill augmentation, constants.

Powerbase: Chi.

Constitution: 1. Merit: 10.

Casting Time: 1 action.

Range: self; others: 10 meters.

Duration, beneficial effect: up to 1 minute.

Effect: For extreme distances: Agility- Aim. Plus 1 meter to vertical leaps and 10 meters horizontal leaps per cogency point.

Running duration: Concentration, 1 second.

The subject moves at an unusually rapid pace for the duration. +1 meter per second per 10 cogency points, +10 m/s to start and falls slowly, (max 5 m/s.)

“19th of Damacies, Dark Continent, 566 AD, Altanant: gas torus of breathable atmosphere; orbiting organic matter. Colony Established-Vertex: Alorians only.

The black night was my friend. The distance across the rooftops easily manageable and I jumped over the gap as if I could fly. The hot summer wind made my long black coat flow around me as I dropped into the midst of my enemies. The sword sang a slicing song of ceaseless silence and I was quickly on my way into the heart of the citadel.”

Casper “Machine” Five, BSC Ninja

Magnificent Deadly Rain: Area effect, damage.

Powerbase: Magic.

Constitution: 5 plus special.

Merit: 50.

Casting Time: 5 actions.

Range: 100 meters.

Area of Effect: 10 meter diameter.

Duration: Concentration, up to 1 minute.

Effect: Manifests as black storm cloud above the target that rains small hex bolts from all angles upon the targets. Each small red Hex- Bolt:does 1 point of damage per cogency point. Divide the damage by the targets.  The user controls what is struck. The spell, once active can be used repeatedly. Once active, the caster can elect to only use 1 Con per attack.

“4th of Tigra, uncharted isle in the Sapphire deep, 666 AD, Altanant: Cloud covered aquatic world.

The scarrok army gathered on the hills lining the valley. They looked ready to die; so I obliged some of them with the magnificent deadly rain.”

Allison Prentis, Mage Warrior

Amorphous

(Control body molecules): Transformation.

Powerbase: Mutations.

Constitution: 2. Merit: 20.

Casting Time: 1 action. Disperse: may be used as a Fate.

Range: Self.

Duration: Concentration,up to 1 minute.

Effect: This cannot be used to heal the subject. This ability affects a neosapien’s provisions and cybernetics, plus 10 kilos of additional matter per cogency point. While dispersed or transformed into a liquid, the subject does not take damage from physical force.

Rearrange: The subject quickly molds their bodies, as if composed of a liquid, into any solid object or animal of comparative mass; the subject retains any special protections inherent to their body. While in liquid form, the mutant may flow/move normally and is not affected by physical force damage.  Fate may allow such skills as flight or water breathing. 

Mimicking a face or specific appearance: if only seen once: Memory-Deed 20 or lower. Once transformed, it becomes a matter of Persuasion-Aim: +60 on the dice roll, to convince close friends.

Disperse: The subject disperses their bodies as if composed of tiny floating droplets of glowing red gel. The subject may use general and force skills while dispersed. While dispersed, the subject may levitate -see movement.

Solidify: The user gains a +2 protection factor, while using this effect.

Movement: While transformed into liquid or dispersed, the subject, and transformed payload, cannot levitate/flow quickly. The subject may only flow/levitate at 3 meters per second.  To increase the velocity example: for 4 m/s it costs 4 additional merit and for 5 m/s another 5 merit; for a total of 9 additional merit to increase the velocity of the movement to 5 meters per second.

“17th of Damacies, the isle of Solmaya, 513 AD, Altanant: Synnibarr variant with one habitable moon.

I leaped off the edge of the cliff to avoid the madness of the battle gone horribly wrong.  Dispersing, I floated on the winds above the chaos.  That’s when I saw the hidden path that would allow our forces to flank the enemy. Set far down the cliff side. After the fight I took time to explore what it was the natives of the region had guarded so jealously, only to be thwarted by a powerful security ward that would not allow me to seep through even the smallest crack.  Still to this day, I can only imagine what lay beneath the Ruins of Solema and after all our bloodshed we left that lonely nameless island almost empty handed.”

Michael Braum, Neosapien, mercenary

Sample provisions

Item: Rifle, phazed plasma: phazed-Damage.

Provision type: ranged weapon

Cost: $50,000. Weight: 7.kg.

Dimensions: 1.20 meters.

Merit value: 20.

Tech level: 20

Powerbase: energy; small clip.

EG drain: 1 EG minimum, EG gate: 5.

Special clip: Mercury: $500, 10 shots per clip: $200 to refill clip. TANC: 2 merit value per charged clip.

Changing time: 3 actions-see power sources.

Using times: 1 action, ROF: 1 per action.

Velocity: SPL. Range: 300meters.

Special: With a successful manipulate device-Aim roll, the damage effectively bypasses all of a defender’s special protections and/or powerbased defenses.  Order: Manipulate device-Shot roll. Should the Aim be failed, the damage does not bypass the special protections.

Special skill: manipulate phased weapon-Aim. Using phased weapons becomes a separate skill. Start at manipulate device-Aims current score and increase from there.

Details: iron sights. The beam does 1 point of damage per cogency point when not phazed. The weapon does half the damage when phazed. User selects the phasing and damage with a pressure sensitive control system. Blunt weapon, unless phazed. Special Details: a part of the process for creating the phased plasma effect involves lasing a black onyx crystal, and then employing a coherent magnetic emission, as opposed to coherent photonic emission, to propel hyper cooled mercury plasma (-.001 Kelvin).

Item: Starship –Corvex

Provision type: vehicle,

Cost (approx): $624,000.

Weight: 2,577kg.

Merit value: 30, TANC Merit Value: 1,000

Tech level: 30

Powersource: energy: antimatter EG generator: 5,000 per hour.

Air-velocity, Max: Warp 5 per hr. Cruse: 50% of max velocity.

Max Alt: none.

Submerged-velocity: Max: 1,200kph. Cruse: 500kph. Max depth: none.

Range: as per power-source,

Details: Dimensions: 10m x 4.55m x 5 m

Wing Span: 5m

Max Payload: 1,600kg.

Weapons payload: 800kg

Max Occ: 4 med sized beings.

Take off: VTOL.

Glide Rat: 3-1; Flight Class: 2.

Life points: 4,000. The hull of this vehicle is very strong and puncture resistant.

Shielding points: 4,000

Forcefield: See armors, forcefield belt

Energy weapons: Cannon, laser sonic,

Sensors: +5.

This beautiful vehicle comes equipped with an airlock: cycle time 10 seconds, gel tires, a winch: 5,000kg test cable 1,000m in length, a pressurized cabin, state of the art instrumentation and communications.Each starship comes equipped with 1 force-field belt per occupant standard. With a rear cargo hatch, cycle time 10 seconds, and armored tinted windows, the vehicle is very useful and stylish with more accessories available upon request. See starships.

Item: Mech lung

Provision type: Basic provision, underwater breathing apparatus.

Cost: $500, Weight: 1.21kg.

EG Drain: 0.1 per hour of operation. (100 hours standard)

Merit value: 5

Tech level: 5; requires tech level 20 to manufacture.

Powerbase: energy any powersource

System shutdown: 40%.

Clip cost: Mini, Changing time: 3 actions, Clip wt: mini-10g.

Activation time: Requires 2 actions.

Details: The small unit must be submerged to function, resembling a set of mechanical gills the unit may be fitted into a mask or can be simply held in the subject’s mouth. Utilizing 5 grams of titanium-aluminumide dioxide nanotubes infused with iron, the photocatalystic operation separates O2 from water, providing 1 liter of breathable air per breath. A large version of this process is used for creating hydrogen fuel: 10 milliliters (condensed liquid) EG Drain: 1 per hour.

Item: Plane, turbo-prop -Falcon, Provision type: vehicle, Cost: $25,000.

Weight: 1,900kg.

Merit value: 2.

Tech level, EG powered: 10.

Tech level, water powered: 5.

Powerbase: energy; any powersource or hydrogen/oxygen. Both systems add $5,000.

Fuel Capacity: 32 liters.

TANC Merit Value: 5.

Tank capacity: 500 liters

Velocity: Max: 300kph. Cruse: 150kph.

Max Alt: 10km.

Range: 10 kilometers per EG per hour or per 150ml, at max velocity 100%.

Details: Dimensions: 10m x 3m.

Wing Span: 10m,

 Max Payload: 1,100kg.

Max Occ: 4 med sized beings.

Take off: 100m, land: 80m.

Glide Rat: 7-1, Flight class: 3.

Life points: 4,000. The hull of this vehicle is very strong and puncture resistant.

Details: This beautiful plane is equipped with gel tires, a winch: 5,000kg test cable 100m in length, a sealed compartment. Non-pressurized cabin, state of the art instrumentation, communications and water landing capable. The tinted windows are armored as well making the vehicle very useful and stylish with more accessories available upon request.

Sample continent

Shandreall Plains,(of mist)

Est. pop: 695 AD: 14 million.

Maximum natural elevation on the continent: Mt Monjarum at 12,137 meters, (39,821ft.) above sea level.

Minimum elevation on the continent: 2,509 meters, (8,234ft) above sea level (The floating continent)

Max temp C: 29; Min temp: -73.

Technology limits: No gravity control abilities function in any powerbase/technology.

Powerbase limits: none.

Description: The most unusual geological feature of the Worldship, the Shandreall Plains is a land fiercely guarded by the Shan. A place of rolling alpine forests and pristine mountain ranges with rich valleys, the region is also a place immersed in spiritual mysticism.

The Shan: Human in appearance with large blue eyes, golden and black hair, The Shan are covered in a tan fur. The members of the royal family are apparent as they are marked with faint tiger like stripes. Xenophobic to the point of fanaticism, the Shan have a belief that the world rolling below is called, Jehenna or Hell.  Residents of Jehenna or “Jen” are considered to be not only “unclean” but thieves as well.

Shanii: The Shan have a religions stigma against the use of sophisticated technology. The Shan’s religion, called Shanii, consists of a singular creative deity they have dubbed Eldrius. Believed to be a representation of the Avatar of Aridius by most religious scholars, the Shan worship their god with a zealous system and puritanical lifestyle.

Schools: the three schools of mysticism and one religious school of war. Competent, the Shan have a keen grasp on the art and are formidable whenever encountered.

Shan, Telethor: treat as Magewarriors.

Shan, Blajemba: treat as Earthwardens.

Shan, Rorakii: treat as Shadowmasters.

Shan, Shanii: treat as Priests: Golden Tigers.

Forgotten Ore: The plains float over two kilometers above the Worldship’s surface supported by the largest deposits of Forgotten Ore in existence. This mineral, aside from being responsible for making the plains buoyant, also emits a gravitational barrier that prevents the floating continent from colliding with any other landmass. The Ore provides two precious metals: Forgotten Steel and Gravanium. Gravanium, similar in appearance to aluminum is resistant to gravity waves. Forgotten Steel, similar to normal steel has unusual properties of attraction and amplification.

Unique flora and fauna: Traces of the material forgotten ore can be found in virtually every living creature or plant native to the Shandreall plains. In some plants and animals the concentrations are enough to offset a portion of the weight and while the mass of the plant or animal is as normal, its actual weight is somewhat lessened.One plant of note is the giant maple tree known to reach heights of up to 600 meters.

One animal of note is the legendary Unisis, the flying unicorns, found only on the Plains and Gleniea.

Underside: Beneath the continent is a jumbled world of mushrooms and moss growing amidst drifting shards beneath the continent. This dangerous locale is the home of Skygers, drakes and Winged Grizzlies.

Climate: temperate to artic.

Continent: Shandreall plains of mist. City: Lentris

Atmosphere: No technology above 5 Tech Level is legal. The main town boasts modern facilities such as water, and sewer.

Technology limits: No counter gravity technology functions.

Crime: 80%.

Population: 200,000 est.

Primary Races: Shan, an ethnicity of humans that has developed over centuries of isolation.  All Shan have red hair and blue eyes with a soft golden tinge to their skin.

Located in the center of the massive floating continent on the edges of the Shandreall sea.  The city is fashioned of white stone, with no building taller than two stories with the exception of the Royal Palace that floats above the city on a seperate piece of the continent. Only members of the Shan race are allowed to venture up to the palace or set foot on grounds, all other races will be executed on sight without express permission from the King or ruling family.

General law: No felonious activity. Dueling Law: No Spells/abilities or weapons with longer than an arm’s reach may be used within the city. Law enforced by Shan military. The city reportedly has poor surveillance systems: (20%).

Exports: Flaviea, (flying root), and textiles as well as exotic works of art including poetry and music.  The Shan do not allow the mining of Forgotten Ore.  To do so is punishable by death.

Government:  Monarchy: the King is the ruler of the floating continent.

Access: Only by air.

Communication: The Shan desire no contact with the outside world.

Seeds: The continent is rich with adventures involving the Shan and their xenophobia.  Protected from the ravages of the plague, it is believed that the continent is heavily populated, though no true census has ever been taken.

Risks and challenges Learn about accountability on Kickstarter

As one of the originators of this type of entertainment I have been down this road several times, originally when there were no computers; the hardest part of this project is actually finishing the game’s technical details. Thus the play-testing… endless play-testing…

The majority of the time will be spent in final editing, final play-testing and graphic layout.

The tee-shirt company is eagerly waiting for any orders…

The potential problems… Computer crashes, and other unforeseeable obstacles. With careful planning and multiple backups of the data, this should not be a concern. The important point is that NOTHING can stop me from doing this project. This time the resources are vast and the publication virtually effortless compared to hand “blue-lining” every page and cutting and pasting the text by hand page by page.
I have published this by myself, eight times from 1980; I will do it once more. This time I have a GREAT TEAM to assist me; we shall not fail.

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    Player's PDF reward Upon project closure and successful funding: 1 copy of PDF “Merlin’s Knot” and “It’s Always Springbreak Somewhere in the Galaxy” + a playtest only PDF of the UAG I (unedited and without artwork) Upon project completion: 1 PDF copy of the UAG I.

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    Player’s softcover reward Upon project closure and successful funding: Player’s PDF reward Upon project completion: 1 softcover copy of the UAG I

    Estimated delivery:
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  • Pledge $65 or more
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    1 backer

    Player’s softcover Worldship Atlas reward Upon project closure and successful funding: Player’s PDF reward Upon project completion: 1 softcover copy of the UAG I and 1 softcover copy of the Worldship Atlas.

    Estimated delivery:
    Add $10 USD to ship outside the US
  • Pledge $75 or more
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    1 backer

    Player’s tee-shirt softcover reward: please specify size Upon project closure and successful funding: Player’s PDF reward, plus 1 tee-shirt, delivered by march 2013. Upon project completion: 1 softcover copy of the UAG I

    Estimated delivery:
    Add $5 USD to ship outside the US
  • Pledge $80 or more
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    34 backers

    Fate’s softcover reward Upon project closure and successful funding: Fate’s PDF reward. Upon project completion: 1 softcover copy of the: UAG I, the Worldship Atlas I and the Book of Fate I.

    Estimated delivery:
    Add $10 USD to ship outside the US
  • Pledge $100 or more
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    11 backers

    Fate’s tee-shirt softcover reward: please specify size Upon project closure and successful funding: Fate’s PDF reward, plus 1 tee-shirt, delivered by March, 2013. Upon project completion: 1 softcover copy of the: UAG I, the Worldship Atlas I and the Book of Fate I.

    Estimated delivery:
    Add $10 USD to ship outside the US
  • Pledge $140 or more
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    1 backer

    Group softcover reward Upon project closure and successful funding: Fate’s PDF reward Upon project completion: 3 softcover copies of the UAG I, 1 softcover copy of the Worldship Atlas and one softcover copy of the Book of Fate.

    Estimated delivery:
    Add $20 USD to ship outside the US
  • Pledge $200 or more
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    0 backers

    Group tee shirt softcover reward: Upon project closure and successful funding: Fate’s PDF reward and 3 Synnibarr tee-shirts; please specify size. Tee shirts to be delivered by March: 2013. Upon project completion: 3 softcover copies of the UAG I, 1 softcover copy of the Worldship Atlas and one softcover copy of the Book of Fate.

    Estimated delivery:
    Add $25 USD to ship outside the US
  • Pledge $350 or more
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    1 backer

    Synner’s reward Upon project closure and successful funding: Fate’s PDF reward Upon project completion: Special: ATTENTION: you must travel to Seattle for this reward; this is an all-day event. The creator of the system will present the Synner with the autographed entire softcover system plus a tee-shirt and assist in character creation and then run a game for the recipient and up to two additional guests. The guests shall also receive an autographed copy of the UAG I and tee shirts.

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  • Pledge $3,500 or more
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    0 backers

    your own Synnibarr convention, (2 day event): The backer must provide airfare to and from the location and hotel accommodations for Raven. This reward is also subject to Raven’s schedule arrangements will be made by phone. For this reward Raven will show up, give autographs, pose for pictures, and answer questions, give demonstrations, assist in character creation as well as bring copies of the game. Raven will provide autographed softover copies of the game for the backer and three of his friends, including tee- shirts. This can be done at a location selected by the backer or even a house party.

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Funding period

- (28 days)