The fleet jumps into the Marien system. A small remanent compared to the great fleet that they once were, the Randiri people are determined to make a new life for themselves. On board the Hera, a large colony ship near 10 km long and holding near a million souls aboard, the future of a nation is discussed.
President Sejanus adjusts his bow tie and looks at the members of his Council. They were some of the best and brightest of the Randir… well, what was left of them
“Council members, we are all that’s left. We are on our own. But we will survive, and grow, just as our ancestors did. One day we will be strong enough that we will never fear for attack, from orks or anyone else. But now we must be careful.”
“Our resources need to be replenished. Reports indicate that the local government, the Hadion Dominion, might not be accepting of us. If so, we will take what we need. As you know, the Hera colony ship sustained some serious wounds in the battle, though no vital areas were damaged. We need to repair the damage before we can risk jumping again.”
“Our scouts also indicated that there is a pirate base in the system, floating around in the shattered moons of the ninth planet. I want it gone. Destroy or capture the pirate ships, and send the Skyjumpers to secure the base. I want whatever resources they got, and any data we can get.”
“I know you all know how to do your jobs, but here are the priorities.1.Establish contact with the Hadion Dominion. Perhaps we can establish trade.Contact the rebels as well. Perhaps we can work out a deal with them as well.
2.Secure a safe spot for the fleet. There are numerous planets that appear uninhabited. Pick one, make sure it is.
3.Destroy the pirates fleet, and secure their base
4.Scout the rest of the system. We need to know what is out there.”
He looks at each of you in turn. The stakes are high, but you wouldn’t be here if you couldn’t handle it.
Looking at the data slate in front of you, you see that the Marien system is a yellow star solar system with 13 planets, of which 3 are habitable and colonized, and dozens of mining outposts. The local government here is the Hadion Dominion, which is allied to the Goulden Empire, though the Empire doesn’t have too strong have a presence here. Reports gathered from scouts reveal that one of the 3 colonized planets, Marien VII, has rebelled against the Dominion. Marien, the fifth planet is the capital of the Dominion, and Marien VI produces much of the systems natural resources. It is unknown how long it will take for them to detect your fleet’s presence.
Now is the time for the Randir to rise, and to make their mark in history, or to fade as merely a footnote. What happens is up to you.
This is Shadows among the Stars, a rp, player driven, sandbox game focused around leading a nomad fleet through the galaxy. This is the IC/main game thread where the game is actually played, the OOC/ discussion/ sign-up thread is
here, and the discord link is
here. Use those for discussing plans and stuff. Feel free to join, there is always a need for brave men and women to brave the dark of space.
Please include a spoiler of your character sheet at the top of your post, so we can easily look at what you are and your skills. Include your personal ship as well, and if you have any forces under your command.
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.
Getting a 1 is a total failure, you will probably die.I describe the results of this action.
Getting a 2-3 is a success with several repercussions. I describe the results of this action.
Getting a 4-5 is a success with a repercussion. You can describe the results of this action.
Getting a 6 is a success. You describe the results of this action.
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.
Repairs: Repair cost a portion of the ship build cost. Minor repairs cost up to 25%, while a disabled ship requires 50%. Crippled ships require 75%.
Sorry if it is a bit confusing at the moment, but I'm hoping it will become clearer during actual play.
Include character sheet at top like so.
Name:
Race:
Department:
Role:
Skill:
Liability:
Forces under command: (Ships, armies)
Current departments and heads:
Navy: Taricus
Diplomatic Corps: Tntey
Research: Glass
Skyjumpers: Void Slayer
Recon/exploration: Khan
Night Raiders: Smoke Mirrors