Operating autonomously, they will be light years from their commanders and support. The Alliance is composed of over a dozen species who pool resources and technology to expand across the galaxies and defend themselves against the threat of galactic war with the hostile Ak-Nar-Ryn. More recently the Alliance has been faced with a new threat that is even more insidious than even the Arachnids. The shapeshifting, nanite swarms of the Atlanteans which are capable of devouring entire cities. Many member species of the Alliance have longstanding rivalries, conflicting agendas, and a few have even gone to war with each other in the past. However, each species brings something unique to the coalition, but all must overcome their bias and speciesism if they are to cooperatively achieve their goal of survival.
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Setting[ edit ] Battlelords of the Twenty-Third Century is set in the year The territory of the Galactic Alliance, spanning several galaxies, is the primary setting for the game. The Galactic Alliance is made up of twelve races including Humans , and is run behind the scenes by huge mega-corporations seeking to exploit the farthest reaches of space. Player characters usually assume the role of Battlelords, mercenaries employed by the corporations to further their business by any means, legal or otherwise.
They face various challenges, including rival mercenaries, Rebels, hostile alien lifeforms on unexplored worlds, and the alien race known as the Arachnids. Races[ edit ] There are many alien races in the Battlelords universe, but twelve are presented in the basic rulebook and form the basis for the Galactic Alliance. Alliance Races[ edit ] Chatilian: Psychic green-skinned humanoids with lumpy projections on their skulls. The projections can generate and store psychic energy that can be channeled and directed by the use of special attuned crystals carried or worn by the user.
Empath : Emotion-reading psychics. Cizerack: Territorial matriarchal quadrupedal Felinoid warriors. Females control all aspects of their society and males are used for breeding purposes.
They make excellent scouts and spies. Eridani: Philosophical methane-breathing humanoids from a rigid caste-bound militocratic society. They follow Kaush-mukal "Study of the Inner Self" , a philosophy that states that the individual can find enlightenment through performing their function correctly within their cultural niche. The Vax "warriors" are the upper class; they run the military and control the government.
The Tolude "gentry" are the lesser families of the Vax and form the middle class. They serve as non-commissioned officers and soldiers, technicians and artisans, doctors and nurses, bureaucrats and civil servants, industrialists, bankers, and merchants.
The Mudig "unclean" are the lower-class, who perform the manual trades. They serve as laborers and servants but also provide technical and support services to the military as mechanics, cooks, surgeons and medical orderlies, combat engineers, and other manual tasks. The Tolude are the most common Eridani to meet offworld as their function often requires it. Vax only leave their world to go on campaign with the military, work as a mercenary, or perform a warrior pilgrimage.
Mudig cannot leave their homeworld unless they are on campaign with the military; those who show great bravery and self-sacrifice are adopted by a childless Tolude family or allowed to marry into the Tolude caste.
Buddon Priest : Retired warriors who, after finding Rota Mabiki "Supreme Peace"; enlightenment , have ascended to becoming teachers and philosophers. Senior priests serve as religious commissars, staff officers, and generals in the Eridani armed forces. Gen-Human: Genetically modified cloned Humans.
After the Second Holocaust, the Human race had a low birth rate. Genetic research was used to ensure fertilization and edit out non-beneficial traits like mutations, diseases, and disorders in-vitro.
This led to the ability to pre-select which positive traits a child would inherit or insert new traits. Then biomedical corporations began breeding vat-grown genetically enhanced human clones to serve as loyal bodyguards, servants, and playthings for wealthy Humans.
This was later expanded to supply semi-skilled or skilled workers for corporations and soldiers for the military, which began preferring them to Humans. Human frustration and fear gave way to bigotry. The Gen-Humans and their supporters fought back and a bloody stalemate occurred. In return, Gen-Humans were considered a sentient race rather than property and they were extended similar rights to other sapient beings.
Although superior to baseline humans, Gen-Humans are treated as second-class citizens by Humans, who view them as unsettling "things" rather than real "people". However, their superior abilities mean that they often hold high offices in the Alliance or major corporations. Because all Gen-Humans of the same model are identical, they tend to develop identity problems.
To combat this, they develop quirks or unique identifiers to separate themselves from the others. Gen-Humans of the same model have difficulty forming large social groups because of this. Gen-Humans tend to breed true. Even if they marry Humans, their offspring will be the same model as themselves. This lack of genetic diversity is seen as an evolutionary weakness. Human: Baseline Humans. A Mutzachan scout ship drawn to the high radiation readings made first contact with some survivors.
A rescue mission used high technology to stabilize the environment in exchange for the rights to extract the radioactive waste left behind at the impact craters. Eventually terraforming technology restored the planet, but most Humans who were able to had already left for the stars. Humans, like most emigre communities, feel a nostalgic connection for the place they are from, but few actually want to go back. Pacifism is a popular and widespread belief-system due to the Second Holocaust; however, few Humans are total pacifists and most see it as a philosophy rather than a way of life.
They also have a sort of " Manifest Destiny " belief that they are destined to control the Alliance someday because of their unique qualities; the other Alliance races think this belief is adorable. I-Bot Intelligent Robot : Artificially intelligent Androids that can be made to mimic any known lifeform.
Although fears of "rogue" I-Bots are common fodder for tri-v dramas, they are programmed to be loyal to the corporation that owns them and to the Alliance.
The former loyalty disturbingly outranks that of the latter. I-Bots have poor intuition, relying on rigid pre-programmed tactics or protocols to deal with problems. Unforeseen problems or multiple potential actions force the I-Bot to pause to analyze the situation and decide on the best option. I-Bots who are damaged have to be repaired and cannot heal on their own. Artificial intelligences are not considered true lifeforms by the Alliance and are therefore considered the property of the corporation or organization that purchased them.
They usually perform jobs that are too hazardous or dangerous for sentient beings and require specialized knowledge or training, super-strength, and precise reflexes like starcraft crew, powerplant maintenance, scientific research, star-mapping and planetary exploration, etc. On the other hand, some hazardous tasks like war and colonization are best done using cheap fleshy beings rather than expensive machines.
Mazian: Amorphous shape-shifter. Mutzachan: Small inquisitive frail psychic energy-wielding super-geniuses who tend to become addicted to the energy they manipulate. Energy Controllers : The Energy Controllers have the innate ability to manipulate energy forms and can use these forms to generate tremendous amounts of power. They love energy in its raw, uncorrupted form and view the storage of energy as useless.
Orion: Humanoids that have pointed ears and seven fingers on each hand. They are thrill-seeking hedonists with very flexible moral and social codes. Rogue Scheming and cunning tricksters and petty criminals who belong to decentralized nomadic clans. Most Orions encountered off-world will be Rogues. Phentari: Haughty and treacherous methane-breathing four-armed schizophrenic Cephalapoid warriors. Their brains are controlled by different lobes, each with its own personality, abilities and interpretation of reality.
One main lobe will control the brain for regular day-to-day activities while other more specialized lobes will take over for tasks like combat and self-defense, learning and training, reasoning and problem solving, etc. They are carnivores that prefer to eat sentient animals and sapient beings; Humans are considered a delicacy.
Phentari are indigenous to the arctic methane planet Phena in the Tau Ceti star system. Python Lizard: Large, strong, and agile Amphibian warriors. Rather clueless. They are indigenous to the planets Pythos and Ashira of the Floridian star system. Ram Python: Huge, brutishly strong Reptilian shock-troopers.
Extremely dumb. Zen Rigeln: Beloved pacifistic biokinetic healers who belong to an extremely traditional and ritualistic society. Aeodronian: Cunning bipedal Urodelate amphibians. They can regenerate lost digits and limbs. They prefer damp or humid environments, as dry environments causes their skin to become flaky and cracked.
Their original homeworld suffered a catastrophe that made it unable to support life, so they colonized new planets. They are fanatically environmentalist, so they trade or raid for all the resources they need.
They are rather hypocritical, as they despise other races for abusing their own planets, yet see nothing wrong with polluting, exploiting, or damaging the ecosystems of alien-controlled worlds. The planet is ruled by a militocracy made up of 26 Clans. Each Clan is ruled by a leader selected from the premier raiders, warlords, and merchants of each Clan.
Over them is an annually elected ruler Athyan, or "All-lord" assisted by a council of advisers Inbaltho, or "Many Eyes" made up of former rulers. Each Clan has its own military and they compete to see which Clan will bring home the most plunder. Fott: Synthetic xenophobic Leporoid rednecks. They were created by scientific polymath genius, self-made gagillionaire, and super-terrorist "Uncle Ernie" Freiberg to stymie Alliance law.
They fit the definition of a sapient race rather than a bio-weapon, making it illegal to contain them, sterilize them, or wipe them out. Fott are curious, reckless, aggressive, reproduce rapidly, and have a strange sense of entitled superiority over other races - sort of a mean parody of Humans. Other races view them as the perfect minority group - obnoxious, dim-witted, lazy, violent, oversexed, wasteful, crude, reactionary and anti-social.
Uncle Ernie seeded the race on Delphix-9 of the Netas Hydri star system in the And-3 galaxy , just as it was declared Alliance space but before it could be settled. When the Alliance first tried to colonize the planet, the Fott initiated a guerrilla war with them.
Settlements were under constant siege and a war of attrition began. An Alliance fleet was dispatched to eradicate the Fott from orbit, but Human and Zen ambassadors were able to negotiate a conference that led to the Fott surrendering after signing a treaty.
The Alliance set up an agency called the Fott Welfare Administration FWA whose purpose is to educate, house, care for and feed its clients until they are judged able to be fully assimilated into Alliance society. The Fott resent the Alliance and resist any attempt to govern or control them. They are organized in extended family-based social groups called Kin. Kins will feud with each other but will unite against non-Fott enemies.
BATTLELORDS OF THE 23RD CENTURY PDF
Grab your pulse rifle and your mechanized battle armor and kick some ass in the universe of Battlelords of the 23rd Century. These Quick-Start Rules will teach you the basics of Battlelords. Included are six sample characters and a starter adventure. All you need besides this booklet are some gaming dice. Operating autonomously, they will be light years from their commanders and support.
Battlelords of the 23rd Century | Ep. 2: Battle of Crécy
Combat is resolved through the use of d attack rolls and detailed hit location tables; futuristic armor systems and massive critical hits feature prominently. Actions are resolved in half actions 1 second each and full actions 3 seconds each. Stretch goals will ship after hardcover edition goes to th. All yours with no DRM and no watermarking! Against the backdrop of war, players can take bqttlelords fight to the Ak-Nar-Ryn, become explorers seeking new aliens species for allies and technology or participate in espionage to further the goals of their corporate backers.