Our Flagship Game:
Beyond the Gravity Well

A flexible, customizable table top role playing game.
Players have two stat columns, each consisting of 7 stats, and whenever they take an action, choose one from each side that best describes their action, creating their success threshold modifier. They then roll 2 + an additional variable number of dice, and then compare those results to the success threshold. The number of successful “hits” is then compared by the GM to a success chart that scales with the magnitude of the action taken, determining if the player critically fails, fails, partially succeeds, succeeds, or critically succeeds.
The game also includes “Detailed combat”, where players roll a dice pool for individual attacks rather than more complex actions, with each “hit” dealing one point of damage, limited by the maximum damage of their weapon. This is built upon an Action Point system to create a dynamic action economy.
Character Creation
Species:
How the world perceives you, your body, and the abilities and restrictions it entails.
Heritage:
The circumstance of your upbringing, and the skills it bestowed.
Origin:
The most impactful events unique to your life’s journey, including the source of your speciality, an entirely open-ended stat tailor-made by you
Class:
The primary role you fulfill as part of the crew.
Archetype:
Your character’s basic personality traits, and how those traits affect your character’s growth as they level up and gain proficiency in their abilities.
Classes
Players have access to 16 classes, each with its own suite of perks to choose from. As players level, they can take more perks from their class along with a few from other classes; This means players aren’t limited by their class, but are instead guided by it. Ergo, instead of playing an engineer named Paul, players get to play Paul, who just so happens to be an engineer. Some others include
Settings
- The 2080/90s: A shattered world left in the wake of despots and ecological collapse, dominated by turf wars between megacorps and humanist guerillas.
- The 2300-2400s: A spacefaring future where a burgeoning Martian colony and a decrepit Earth teeter on the brink of war due to an antipathy manufactured by the specters of long-gone conflicts.
- The Age of Adventure: Humanity is ushered into a vibrant intragalactic community as promising neonates. Exploring the reaches of the galaxy, they soon fall victim to the novel threats of these unnerving frontiers.
- The New Dark Ages: Horrors from beyond the veil descend, besieging the trans galactic society with thousands of years of strife as the fabric that held the galaxy together rapidly unravels.
- The New Renaissance: Having beaten back the existential threats of the void, old tech is rediscovered, new empires are founded, and the galaxy undergoes renewal. However, many feel no kinship with this new order, leaving to make something entirely their own.
Detailed ship building gives tables the ability to design their ride across the galaxy, providing players options for grounded hard sci-fi design and interstellar soft sci-fi design.
The large timeline and plans for expansions will let players either take in a singular experience or hop between them with time and relative space travel.
Base building (planned) will give players engaging downtime activities to further personal narratives while allowing the table to further explore cities and cultures designed by their GM.