This is a collection of notes for my home brew RPG. For the world I primarily draw inspiration from the Clockwork Century book series by Cherie Priest, the Deadlands and Rippers RPGs by Pinnacle Entertainment. Elements and ideas are also pulled from the music of Abney Park and their Airship Pirates RPG.
It boils down to a low magic, wild west steampunk setting with a healthy dose of cyberpunk tropes.
The system will be Savage Worlds, a free preview of the rules can be downloaded here.
Character creation guidelines. Attributes, skills, edges, hindrances, equipment, etc.
Major Players. Nations, Corporations, Independents, and the Aethersphere.
The discovery of aether crystals allowed for major scientific breakthroughs. Oil discovered in the fields of Texas allowed them to purchase independence from the Union and develop powerful war machines. After a protracted civil war the Confederacy finally won it's independence from the Union. The following years led railroad barons to fight for land and race to the west coast, Edison and Tesla vie to be the superior tech company, ranching and farming companies turn to unorthodox science to enhance production. Major corporations gained tremendous political power through government contracts during the war effort.
The biggest jump in technology happened when aether crystals were combined with a difference engine forming a machine capable of not just calculations, but analysis and data storage. These analytical engines store the data in the aethersphere (a blend of the astral plane and cyberspace). Through the use of special helmets cabled to the difference engine one can project their consciousness into the aethersphere and through a dreamlike simulation of reality, interact with the data directly. Otherwise an attached viewing mirror and typewriter called an aetherscope is used to access the data.
During the cold war between the CSA and USA both sides developed aether crystal bombs as part of an arms race. Some accident caused all the bombs to detonate at the same time, triggering the Shockwave that tore across the land. The Shockwave dealt tremendous destruction to the landscape and released strange supernatural changes to wildlife. The dust has settled, nations and corporations are beginning to recover from the Shockwave. Strange monsters and mutant beasts now wander the wilderness making it even more dangerous than it was before.
The same airship technology used to put the war balloons into the sky over battle fields was adapted to raise some towns into the skies keeping it's population safe from the monsters, and free of government control. In addition to the sky towns, some small border towns are able to remain independent from either side's government.
One city; The Junction, had been declared neutral ground by every major player prior to the Shockwave, is the primary focus of the restoration effort. The inhabitants of The Junction are kept safe by the rivers that surround the city on all sides and high, thick walls just beyond those. While the walls and river limited outward expansion, The Junction was able to grow upward, new buildings constructed on top of existing buildings. The wealthy floating to the top with the shady underbelly remaining below. The espionage continues between all parties, but their public behavior remains neutral. Any side breaking the Peace Treaty risks retaliation by all of the others.
For a more detailed history click here.