Cobalt-1: A Set of Rules for Science Fiction Tabletop Encounters
(Cobalt Rules)
Softcover, 98 pages, English
The Universe of Cobalt is huge. Vast. Immense. It is ancient beyond memory. Layer upon layer of interplanetary empires, republics and lesser systems lie strewn across the stars. Petty despots calling themselves emperors believe they are masters of the universe until they are matched and bested by the forces of another, equally confident ‘emperor’ or ‘freedom fighter’. Centralised authority and unity are just distant recollections to mankind; many have even forgotten – or chosen to abandon – the technological advancement built up over generations. It is possible in the Cobalt universe to think that for a time you control your destiny. But only for a little while.
There are few sentient beings who can grasp even the smallest notion of the immensity of the universe and there are precious few amongst humanity. Some of the Cobalt Mercenaries, however, aspire to this level of understanding. The Mercenaries are guided by such individuals – led across the cosmos to rendezvous with unknown and often unidentified enemies. It is even secretly believed by some amongst the Cobalt Mercenaries that the true purposes of their guides may not be on the side of justice and humanity.
The Great Meld – a collision of our galaxy and another – is perhaps the greatest challenge and danger mankind has yet faced. Destruction on a massive scale is already taking place on the outskirts of inhabited space, but is rapidly spreading into the wealthier and more densely populated interior. Refugees, apocalyptic cults and freebooters taking advantage of the confusion are creating havoc for human worlds, and what the final effect will be for humans and other races is as yet unknown.
Each race in the universe of Cobalt has its own homeworld, its own sphere of influence. Some of these systems are large and others contain just a single inhabited world.
Humanoids consider themselves the dominant life-form in the Cobalt-1 universe. Thousands of worlds lie under human control, but only the most powerful states extend control beyond their home system. Keeping order on the teeming human worlds is a constant struggle in itself, with rebel groups abounding: security troops are employed in huge numbers to maintain a fragile ‘peace’ and to battle against the forces of enemy powers.
The elite forces of mankind are the Cobalt Mercenaries: highly-trained, intrinsically brave and schooled in arts and secrets lost to lesser men. They fight with the best, most advanced weaponry, helping and guiding mankind as far as they can.
Second only to the Cobalt Mercenaries in prowess are the mysterious Ygrainne . They are female warriors from the Avalon Cluster: a region of worlds which have voluntarily chosen to adopt a simpler life devoid of technology. The Ygrainne are adopted into the fighting sisterhoods and struggle to maintain the delicate idyll of their peoples in the Avalon Cluster by using advanced and deadly weapons themselves.
Of the alien races known to man, the Palansi and their servitors the Aruks are perhaps the greatest. Like humanity they dominate a great empire, but the tall, willowy and intelligent Palansi have all their industrial needs met by the labour of the Aruks. They are big, strong but simple brutes, who are led into the field with basic, heavy weaponry to bolster the more elegant and insidious equipment of their masters.
The Ar-Men were discovered long ago on the world of Lupinus and slowly bred into a warrior race by a misguided and power-hungry human corporation. Eventually the savage and cunning Ar-Men learnt their own strength and rebelled against their masters, taking over Lupinus and the extensive military installations built to equip them. Since then they have periodically raided human space, taking a heavy toll in lives and property each time.
But of all the species discovered by human explorers, the Abhor are the most feared and horrific. Their leaders and controllers, the psionically gifted Progeny, take over and warp the minds of other races. Later, hordes of innocent beings are infected by the Abhor and slowly turn into the slavering, horribly twisted monstrosities that consume and dominate the bodies of their victims, replenishing them with further hosts as the need arises. Some have connected the rising number of Abhor attacks with the Great Meld, but nothing is known for certain. The Abhor strike silently and without warning, and it seems they have no purpose or goal save to multiply and destroy…
A few chilling rumours have emerged of weird and supernatural events across human space. Apocalyptic religious groups are emerging in greater numbers, and whilst many have appeared due to panic over the Great Meld, others devote themselves to other, infinitely older and, undoubtedly, far more dangerous beliefs. The only words that have been elicited from the tortured lips of these zealots is ‘The Horla is coming! They will feast on your soul!’
The milieu that Cobalt-1 presents is one where anything can happen, and in a place this big probably anything has already happened sometime in the past. Just when you think that you have seen it all and taken everything the universe has to throw at you, something new will arise, some new race or situation that will challenge you and your fellow players.
We plan to create a constantly unfolding, interesting and rewarding ‘episodic’ universe for you the players and for ourselves to enjoy. In the Cobalt-1 rulebook we have set out the direction for this journey – it’s up to you to take the next step.