Name: Randiri
Population: 25% Human, 20% Draqon (think D&D dragonborns), 15% Tarn (previously space elves), 15% Jordt (previously space dwarves), 5% Madman's sauroids (please contribute a name), 20% other assorted races
~1 Mil
Government: Militaristic Republic: Captains act as representatives for their ships, while senators represent the population directly.
Relation: neutral, with a slight lean towards the Republic.
Character Creation
Name:
Race:
Department:
Role:
Skill:
Liability:
Department ideas:
The Randiri Skyjumpers:
The Skyjumpers were one of best regiments in the galaxy when it came to deep space and orbital operations, able to board enemy space craft to securing space stations. However, they lost a significant portion of their manpower in the events leading to the split. A shadow of their former selves, the Randiri Skyjumpers are eager to reclaim their former glory.
The Diplomatic Corps
When arriving in a new system, a slew of negotions, bribes, and threats are needed to insure the safety of the fleet. The Diplomatic Corps are the ones to carry those out. From well spoken negotiators to the operatives that no one ever sees, the Corp forms a needed sword and shield of the Randiri people.
The Night Raiders
While everyone is free to take the next transport ship to leave the fleet, indivials who feel constricted by life in the fleet are often encouraged to join the Raiders. The Night Raiders often operate independently from the main fleet, often scouting ahead to gain information, and to acquire targets. In war they strike supply lines and disrupt shipping, keep the enemy looking over their shoulders. When not in a direct war, they often go after targets of opportunity, though they try to avoid attacking shipping of nations they are trying to form treaties with.
Skills:
Army Command: Giving orders, leading charges. Allies to squad level to army sized
Naval Command: Skill at leading task groups and fleets
Captainship: Skill at giving orders and directing a single ship
Piloting: Skill at flying fighter sized craft
Hand-to-hand: skill at melee combat
Light weapons: skill at using rifles, pistols and the like
Heavy weapons: skill at using heavy machine guns, plasma cannons, rocket launcher
Sneaking: skill at moving unnoticed.
Ambush: skill at launching ambushes
Hacking: bonus to hacking computer systems
Interior negotiation: Skill at navigating the politics of the Randiri fleet.
Exterior negotiation: Skill at arranging treaties with other nations.
Trade: skill to forming trade deals.
If you want to be a quartermaster or inventor, I'm not quite sure what skills you could get as I don't want to restrict you. But as you make actions and go down paths of research you can get bonuses as you get more experience.
Quartermasters are part of a department, while researchers I'm leaning towards being independent.
Also, while I have enjoyed the discussion, please do your best to remain civil. Resources are not unlimited, but more can be acquired without too much effort. This is not really hard sci-fi, but advanced technologies like organic ships will require a lot of research.