Hey everybody. this thread is for planning, discussion, character sign ups and introductions, and answering/asking questions. Let's try to keep the main game thread clutter free so it is easy for all of us to see what is happening.
Main thread is
here and the discord link is
here.
Name: Randiri
Population: 25% Human, 20% Dragon (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 negotiations, 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, individuals 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.
Turn order (rough draft)
GM updates the known situation, opportunities, any updates.
Leaders ( if present) create missions.
Inventors decide what to try to invent
Quartermaster decides items to acquire, personnel to train.
Operatives choose mission, equipment, and personnel.
Now I go in and assign difficulty values and any additional information needed.
After this you can decide to either do the main mission, do a side mission and the main, or do two side missions.
Side Mission: in the example this would be stealing the ID, it increases the positive modifier for the mission. So if you had a +1 modifier and rolled a 5, it would improve to a 6. For inventors these can be experiments that you perform, or going out and getting rare materials or creatures.
If you decide to do 2 side missions, you will have to wait till next turn to do the main mission, or to do more side missions if the assignment is particularly difficult.
There are limited consequences for the side missions. I'll get back to you and let you know the modifier (usually these are +1) and you can decide either to do another or the main mission.
I then roll for the main mission, and if it is low will describe the results. For inventions I will probably describe the basic characteristics.
If it is 4,5, 6 you can describe your results.
Quartermasters collect the rewards, and are responsible for distributing out needed equipment to departments. They can really do this anytime, but obviously will need money to distribute it.
Inventions become available the turn after they are invented. I figure people will make requests, and you have your own ideas of what to pursue.
Sorry if it is a bit confusing at the moment, but I'm hoping it will become clearer during actual play.
Availability:
Ubiquitous: -70 (water, primitive devices)
Abundant: -50 (rations, scrap metal)
Plentiful:-30 (Low level commodities
Common: -20 (Easily available weapons and common goods)
Average: -10 ( Useful ores and the like, good quality goods)
Scarce: 0 (Standard resources, refined goods)
Rare: 10 (High end good, military grade weapons, Tier II)
Very Rare:20 ( High demand materials)
Extremely Rare: 30( Highest level of good, Tier I tech)
Near Unique: 50
Unique: 70
Scale
Negligible (single man): -30
Trivial (squad 3-5): -20
Minor (platoon 10-30): -10
Standard (company 50-100): 0
Major (Regiment 500-1,000): 10
Massive (Division 2,000-5,000):20
Significant (Army 10,000 to 50,000): 30
Vast: (100,000 to 250,000): 40
Immense: (250,000+) 50
Craftsmanship
Poor: -10
Common: 0
Good: 10
Best: 30
Interstellar Credits are the galaxy wide standard for large scale commerce, with each one being worth millions to billions of local currencies.
Most purchases are worth far less than a IC, and transactions and trades worth less than that are hand waved away. Generally, only ships and advanced vehicles cost IC. A fighter costs about 1 IC, Frigates cost about 10, a Cruiser costs about 25.
The Randiri nation has about 20 IC in circulation. To acquire good, you need to match the modifiers for the item to current IC.
For example, laser rifles are a common item. This leaves -20, so you have 40 points of room for upgrades. So you could get up to 250,000 laser rifles. OR you could get 50,000 better quality rifles, or you could get 10 of the best quality rifles.
I don’t have a real list of stuff yet, but if you make a list of suggested items, and perhaps their availability of what you want I can do that.
You can only do one item per trading mission, or turn. The number of items depend on the cargo ships you send.
The Galaxy is in turmoil. The Goulden Empire is fighting wars both without and within, as nobles vie for power, and the Emperor tries to keep order. The wars of expansion against the Republic of Mantzeia have stalled, and the Great Ork Tribes are on the move. In such a time, there is opportunity to rise, to gain prominence and wealth. If you are able to seize it.
You are a member of an organization who seeks to profit from this madness, using your skills, will, and whatever tool you have available.
Guild/Head/Spymaster: Do you like GMing games, but just want something a little lighter? Or you like being the boss? Anyway, then this position is probably for you. The Master is responsible for deciding missions, upgrades to the base, and can decide the overall goal and strategy of the group (hopefully taking into account everyone’s wishes as well!). (1 Master)
Quartermaster: Do you like number crunching, logistics, and amassing large amounts of might-be-needed-but-probably-not weaponry? Then the quartermaster position might be for you! You will be responsible for purchasing the equipment and personnel needed to insure smooth operations for your operatives. Someone need a sniper rifle? You got them! Hand grenades? By the bucketful! Highly trained team of Death Commandos? Err, you might need to fill a Requisition Form for that, but let me check the back! So in other words, you take money that Operatives bring in from their missions, and you make sure they are well equipped with what they need when they go out!(1, maybe 2)
Mad Scientist: Do you like the Arms Race games going on, but don’t enjoy all the politicking and people not understanding that your side needs that particle beam now, and not a jetpack? Then this position is for you! Invent new weapons of death for Assassin's, power armor for warriors, or maybe even new trade goods! Of course, those inventions may have some unintended effects, but that is part of the fun! (1-2)
Operatives: Ahh, the simple Operative. The charming, deadly, or insidious bones of any guild, clan or group. If you like roleplaying games in general, then this position is for you. If you want one of the “higher ranked” spots but someone got there first or wants it more, than this spot is for you as well! You go, or maybe even choose, your mission and pick out equipment that will best help you. Then, you can decide to charge right into the thick of it, or perhaps investigate and lay groundwork for the best possible outcome. (3-6, though thats based more on interest)
Basic outline:
-Choose the mission
-Investigate: Discover additional information, such as schedule of the target, good ambush spots, or the local market. They provide +1 bonuses to your roll.
-Pick equipment and personnel to go on mission with. They provide additional rolls based on quality and appropriateness to the mission.
-Undertake the mission! Take your highest dice rolled and add in modifier. 6 is complete success, 5 and 4 are success with a consequence, 3 is success with several consequences, 2 is a failure, and 1 is a complete failure.
Also, you write up how the mission went if you rolled a 6, a 5, or 4, while I write up what happened if it is lower than that.
More details will be added once we decide what kind of guild, clan , or group we are!
A. Assassins! Lurk in the shadows, strike when the moment is right! Can be like Dark Brotherhood, more of a mercenary group, or a gang.
B. Operatives! Like Assassins, but more spying, getting trade secrets, espionage kind of deal. Don’t worry, can still assassinate people but that isn’t the main focus. Can be like a CIA, or maybe an independent agency like in Archer.
C. Cult! Worship a dark force that seeks to devour the galaxy! Or maybe just prefers to be left alone and is rather annoyed with all these hooded people petitioning it. Focuses on persuasion, kidnapping, dark sacrifices, and rituals you don’t really understand the purpose of, but will hopefully give you great power instead of eating your soul.
D. Inquisition! Hunt down the heretics! Help the galaxy stays pure, and protect it from demons and dark forces. Could be noble knights to moral police who spread purity and holy fear wherever there go.
E. Warrior Clan! Your people seek honorable battle, and have the skills to offer it! Whether in pitched battle or in personal duels, your people seek a new home, and honor and glory on the way! Like a clan of Darth Mauls or something would be awesome, but you guys can decide how exactly your clan is if you pick this one.
F. Mercenary Company! You are some of the best in the business at war! At least, that is what it says on your cards. Can be a general fighting company, or specialize in recon, ambushes, or space battles.
G. Merchant Guild! While others dabble with blasters and knives, you fight on the greatest battlefield of all, Economics! Form blockades, undercut markets, utilize shady labor laws! The excitement is endless!
H. Pirates! You raid and plunder merchant vessels that ply the stars! From noble villains to desperate scoundrels to roguish smugglers, take what you need, and everything else too.
I. The Hive Mind/Infiltrators! From chest bursting to brain popping, your species can infiltrate and take over like the best of them! Take over communities, corporations, and eventually planets! Think like Aliens, Tyranids, or Yeerks from Animorphs.
J. Make your own! Though if it is similar to any of the above, just vote for that and you can help define the exact type.
Cast your votes! You can pick more than one, though put your top choice first as those will be weighted a bit more. You can also downvote if there is an option you are not interested in at all. There will be a second round, where the top choices will be and you pick the various flavors of the options presented. Also, include the positions you might be interested in, if you would. It won't lock you in or anything, but would give everyone an idea of who is going for what.