Universe:This RTD takes place in a high-fantasy universe, where planets are named after stars, or after cities on Earth, etc. The Centauri Empire, one of the major powers in the galaxy, somewhat resembles England in the 1800's. They are a monarchy with a fair parliamentary system, and most of the citizens are fine with it. Your characters aren't quite supposed to know about the other powers, primarily because they are only starting to leave their homes on the capital.
Technology:Technology is fairly space-age level.
Bows are rather primitive, but still useful due to Rock Beats Laser.
Ballistics use conventional ammunition, and are fairly standard in all aspects. They are lightweight and portable, but are easy to notice when fired.
Lasers utilize turbines to nearly freeze a 'cooling element' before firing, allowing powerful, and invisible beams to be fired. Though these turbines are noisy, they are not as loud as a gun. Some models do not use turbines in favor of a lighter weapon.
Gauss-Rifles are akin to magnetically-powered crossbows. Using a hand-powered system to store energy using magnets, they are a noisier but more powerful alternative to a crossbow.
Plasma weapons heat a gas to massive temperatures before firing it.
Missiles are not especially portable, but they can deliver a powerful blow to a target
Melee weapons are actually useful now. Most armor is designed with ranged weaponry in mind, and as a result, vibro-blades and energy swords are gaining popularity in combat. Melee weapons are useful when it comes to Space Wizardry, as they can be imbued with special powers by the user.
Remember, these are only basic ideas. In reality, you can use whatever you want provided it is somewhat logical. I'd prefer that people choose unique weapons.
There's also a load of energy weapons I have in mind, which will be introduced via the story.
Races:The Centauri Empire consists mostly of Centauri citizens, but that doesn't stop the four other races from occasionally migrating.
Centauri are normally curious individuals, naturally gifted in mechanics. They are expert tinkerers and get slight bonuses to tinkering and maintenance. However, they are usually weaker than other races, making power-armor use common.
Bonuses:+1 to Tinkering
+1 to Repair
Weaknesses:-25 to Encumbrance
Aroth are pale-skinned dwellers of the Arcturan Wastes, a region of space populated by the Aroth Alliance, a resource-poor nation with excellent scientists that regularly come up with new innovations in technology. They are strategically-minded and gain bonuses to strategy and military tactics, as well as technology use and creation. Because of their background, they have little experience with, well, money, however.
Bonuses:+1 to Perception
+1 to Special-Weapon Use
Weaknesses:-1 to Economics
Ross are dwellers of the third spiral arm of the galaxy. They are a democratic people with a specific distaste for totalitarianism. They make great politicians, especially because of their bravado. They often have personal grudges against the Centauri and Cyrians. Remember, "Communism is the very definition of failure!"-Liberty Prime.
Bonuses:+1 to Speechcraft (vs Free-Thinkers)
+1 to First Impressions (vs Free-Thinkers)
+Level One Radiation Resistance
Weaknesses:-1 to Speechcraft (vs Authoritarians)
-1 to First Impressions (vs Authoritarians)
Polaris are citizens of the republic of Polaris, which has a weak government and decentralized politics. Their society places a heavy role on intellectual excellence, and many of them are able to quickly adapt to new situations. They are flexible, but do not quite excel at anything as well.
Bonuses:+1 (Non-Stacking) to Weapon Use
Weaknesses:None
Cyrians are often refugees from the Cyrus Legion, a war band assembled by Mikail Cyrus years ago. Their very culture favors great warriors, and thus intellectuals are often disadvantaged in their society.
Bonuses:+50 to encumbrance
Naturally Strong
+1 to Combat
Weaknesses:-1 to Science