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Author Topic: Phoenix 303 - The Lester Conflict  (Read 6434 times)

Iituem

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Phoenix 303 - The Lester Conflict
« on: August 12, 2010, 07:59:23 pm »

Quote from: The SeaCIC Player's Guide
Phoenix 303 is a Protectorate space station used for peace talks between warring races.  It is the default setting for a game of

Players take the role of alien ambassadors representing their nations in the conflict.  As well as an overt goal, ambassadors SeaCIC.usually have a second, covert goal to achieve.  These are often conflicting.

This is especially suited for three players; two opposed, one in a neutral stance.  With more than three players, a GM is advised to employ further players as station staff whose main desire is to resolve the issues quickly, one way or another.

Phoenix 303 is a political role playing game where you play alien ambassadors gathered on a neutral ship run by the Terran Protectorate.  With various political and economic tools at your disposal, it is your job to maneuver events to the best advantage of your race, government or faction.  If this sounds a lot like a certain 90s sci fi series set on an interstellar space station named after a Mesopotamian state, well done; that's pretty much what the writers were going for.

In this session, I will be looking for up to four players to play ambassadors - any more will have to play station staff.  Below (spoilered) are character creation and setting notes for the adventure.  It is worth noting that one does not need to pay over-much attention to stats; an entire game session can pass without a single roll being made.  Also, a fair amount of the game may be played in the background through secret or private channels to your allies or between ambassadors - secrecy is a valuable tool as it may well be that most have conflicting goals.  I strongly suggest creating your own race as well as character.

(If you feel that the rules by and large are a bit [tl;dr], use the Sample Character and Race sheet and remember that the Economic and Military scores must total 12 and you have 35 points to split between the six main stats.)

Spoiler: Race Generation (click to show/hide)
Spoiler: Racial Trait Table (click to show/hide)
Spoiler: Skill Table (click to show/hide)
Spoiler: Character Generation (click to show/hide)
Spoiler: Setting (click to show/hide)

Edit for clarification:  Clearance is clearance on Pheonix 303 - you are assumed to have an appropriately high level of clearance for your own race.  6 is the lowest level (visitor) and 1 is the highest.  All ambassadors should start at 6.
« Last Edit: August 14, 2010, 06:47:32 am by Iituem »
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ExKirby

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Re: Pheonix 303 - A political roleplaying game
« Reply #1 on: August 13, 2010, 03:44:52 am »

+++The Trade Union+++

Traits
Trustworthy: +7 Persuasion, +7 Bluff, -5 Intimidate
Business-Like: +5 Admin, +5 Bluff
Mechanical: +5 Vitality, +5 Toughness, +5 Electronics, +5 Mechanics, -10 Swim

Economic Power: 9
Military Power: 3

The Trade Union are a bunch of sand-coloured, humanoid robots who form a group that check every trade route in the Known Space. The fees that they take also allow them to set up trade routes with other races and improve their economy. Their base of operations is a moon called Epsilon II, with Epsilon being just a ball of gas surounding a metal sphere with high gravity.

They use their fledging yet minor military that come out of their factories to defend their routes, and because not a single one of them is living, they pay little tax themselves, meaning they have quite a good economic status.

+++AL31-K8R+++

Race: Trade Union
Age: 120 (He's a frigging robot, he could live forever with enough fuel)
Clearance: Level 9
Planet: Technically, Epsilon

Str: 2   End: 5   Agi: 3   Cha: 7   Int: 9   Cool: 9

Phys: 4   Wis: 9   Detect: 9   Damage: 1   Vitality: 6   Toughness: 9   DR: 0   Move: 1

Trustworthy: +7 Persuasion, +7 Bluff, -5 Intimidate
Business-Like: +5 Admin, +5 Bluff
Mechanical: +5 Vitality, +5 Toughness, +5 Electronics, +5 Mechanics, -10 Swim

Petty Cash: 9
Clout: 3

Acrobatics  6  (Agi x 2)
Admin*      46 (Int + Wis)
Bluff      26 (Cha x 2)
Climb       8  (End + Agi)
Computers   18 (Int x 2)
Explosives  18 (Int x 2)
Electronics 23 (Int x 2)
Intimidate  11 (Cha + Cool)
Mechanics   23 (Int x 2)
Melee       5  (Str + Agil)
Persuasion* 42 (Cha x 2)
Pilot       12 (Int + Agil)
Pistol      6  (Agi x 2)
Rifle       6  (Agi x 2)
Sneak       6  (Agi x 2)
Swim        -2 (Agi + End)
Throw       10  (End x 2)
Unarmed     7  (Str + End)
Xenology    18 (Wis x 2)

AL31-K8R is one of the Trade Union's many diplomatic bots. He can speak 117 languages and knows almost all there is to know about anything. His right arm, althogh it commonly serves as a standard 2-fingers-and-thumb had, can be quickly changed into a small blaster pistol (the equivelent of carrying a small firearm on your personage).

((I'm not to sure if I got my maths right... can someone just check it?))
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Jerick

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Re: Pheonix 303 - A political roleplaying game
« Reply #2 on: August 13, 2010, 02:47:20 pm »

The Ackrian Monarchy

Traits
Spacer +10 to Piloting and +5 to Xenology.
Extra Limbs (an extra set of arms)
Flyier (Ackrians can glide for long distances, but they can't go for too long and their bodies are fragle and light as a result +10 piloting -5 melee -5 unarmed)

Economic Power: 4
Military: 8

Description:
Politics
Formerly an exiled fringe race that barely escaped the destruction of their home world the Ackrians have reccently established colonies scattered around known space.
They have lived aboard nomadic fleets of ships for hundreds of years before the newest in the Ackrian royal line declaired that the Ackrians sould find a way to return to life.
While most refuse to give up the way of life to which they are acustomed to live on world the numbers who have joined their soverign, has blown most estimates of the total Ackrian population away.
Vast numbers of ships converge on Ackrian worlds, hobbled together craft that will soon be landed and disabled to be used as Ackrin buildings.
More worring to neighbouring governments is the Monarch's claim that 90% of his kind still lurk beyond known space.
The Ackrians do not yet have a strong infrastructure but every Ackrian ship has at least one weapon.
Despite the Monarch's declaired desire for peace many nations worry that the only way this newly formed empire can sustain itself is by conquest.
This is made worse by the growing discontent with the Soverign and the ever increaseing talk of rebellion.

Pysical
Ackrians are eight foot tall bipead with very narrow stick like limbs.
They have four arms with a thin but durable membrane between them which allows them to glide, many Ackrians have however clipped the membrane to allow all four arms to be more manuverable.
The majority of their organs are contained in a vunerable sack on their very stick like upper chest.
Their head and complex feet seem wildely out of proportion and are covered in thin harmless spines.
Their skin is very coarse and grey and after cenuturies of living aboard spacecraft is vunerable to UV radiation.
An Ackrian's mouth is a short darkgrey beak and dominates it's face.

Ga ra'Lacine Hackra (Son of whispers of the old winds)
Race: Ackrian
Age: 17
Clearance: Level 6
Planet: Ga Hilsanra (the new place of rest)

Str: 2   End: 2   Agi: 9   Cha: 6   Int: 9   Cool: 7

Phys: 4   Wis: 7   Detect: 9   Damage: 1   Vitality: 6   Toughness: 6   DR: 0   Move: 3


Spacer +10 to Piloting and +5 to Xenology.
Flyier +10 to Piloting and -5 melee -5 unarmed

Petty Cash: 4
Clout: 8

Acrobatics  18  (Agi x 2)
Admin      16 (Int + Wis)
Bluff      12 (Cha x 2)
Climb       11 (End + Agi)
Computers*   36 (Int x 2)
Explosives  18 (Int x 2)
Electronics 18 (Int x 2)
Intimidate  13 (Cha + Cool)
Mechanics*   36 (Int x 2)
Melee       6  (Str + Agil)
Persuasion 12 (Cha x 2)
Pilot*      56 (Int + Agil)
Pistol      18  (Agi x 2)
Rifle       18  (Agi x 2)
Sneak       18  (Agi x 2)
Swim        11 (Agi + End)
Throw       4  (End x 2)
Unarmed     -1  (Str + End)
Xenology    19 (Wis x 2)

Hackra is the youngest of the twenty brothers of the current Monarch.
He is not yet old enough to have earned his own name and as is the Ackrian tradition he uses the name of his father with an added prefix.
It is only when achives something of note that he will earn a name of his own relating to his acoplishment.
To this end he is keen to prove himself as a compentent leader and an excellent pilot which is why he jumped at the chance to represnt the Ackrian Monarchy.

« Last Edit: August 13, 2010, 04:29:05 pm by Jerick »
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Toaster

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Re: Pheonix 303 - A political roleplaying game
« Reply #3 on: August 13, 2010, 03:30:12 pm »

The Keltonians

The Keltonians are a race of natural pilots and explorers who have a deep love of searching the galaxy for the love of finding new and exciting wonders.  Their home world Kelton has a lower gravity than many, which guided much of their development.  Keltonians are a tall, lanky humanoid race with a gray skin tone and short bristly hair on their heads and shoulders.  They discovered flight at a very early point in their development, and have been fascinated with it ever since.

The Keltonian government is representative, with those considered wise and those having a wide array of experience tending to be elected to serve.  The most senior member of the Keltonian Senate serves as the executive.  Currently, a famous pilot named Lans Talenk holds that office.  Current foreign policy is to remain neutral in most disputes, as the Keltonians want to remain on good terms with all races.

The Keltonian economic might is based on exploration and exploitation of resources in remote systems, which has served them well.  Their military might is not the greatest as they do not have very powerful fleets, but their excellent pilots help turn the tide of battles in their favor.  Still, they feel the best fight is one they don't have to fight in the first place.

Traits:
Advanced Vision
Spacers
Trustworthy

Economic Power:  7
Military Power:  5



Lankton Trill:

Lankton Trill is a well-respected senior diplomat in the Keltonian Diplomat Corps.  A 24-year veteran of space exploration, he has served as a diplomat ever since retiring from that field.  He is fairly typical of the Keltonian race, sharp and cunning, but physically frail.  He follows the philosophy that a conflict avoided is the best path to take, but is not afraid to fight when there is no other option.

Race: Keltonian
Age: 55 (Middle Aged)
Clearance: Level 6
Planet: Kelton

Stats:
Spoiler (click to show/hide)

Skills:
Spoiler (click to show/hide)
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Spartan 117

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Re: Pheonix 303 - A political roleplaying game
« Reply #4 on: August 13, 2010, 03:51:25 pm »

In.

EDIT: Oh god, this makes my head pound. A little help?
« Last Edit: August 13, 2010, 03:58:02 pm by Spartan 117 »
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
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Iituem

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Re: Pheonix 303 - A political roleplaying game
« Reply #5 on: August 13, 2010, 04:17:12 pm »

Heh.  Sorry, it is a bit much all at once.  Short version:

Race

All you need for your race is to pick three Traits from the list (or come up with your own!), then decide on the Economic/Military balance of your race.  You have 12 points to distribute between Economy and Military, representing your race's relative strengths in both.


Character

Six base stats; Str, End, Agil, Cha, Int, Cool.  You have 35 points to divide between them - minimum of 1 point per stat.

Physique:  (Str + End + Agil) / 3  (average of the three, rounded up)
Wisdom:  (Cha + Int + Cool) / 3 (average, rounded up)

Vitality:  (Str + Physique) - Damage taken before dying.
Toughness:  (End + Physique) - Damage taken before passing out.
Damage Resist (DR):  0, increases with armour.  If you have 8 End, gain 1 natural DR.  If you have 12, 2 DR.  Increase every 4 points in End.

Move:  Agil/3  Number of moves in a round of combat (we may never need to use this).
Detect:  Int, plus any racial modifiers.  Specialist equipment may be able to raise Detect.
Damage:  Str / 2.  This is your base unarmed and melee damage - weapons provide a bonus.


You calculate your skills from the skills table by adding or multiplying your base stats.  Multiply three tagged skills by two.  Then add any racial bonuses to skills (see Racial Traits table for examples, feel free to add your own).

Petty Cash:  This is just your race's Economy stat - it represents your personal wealth and can be used for bribes and such.
Clout:  Again, your race's Military stat - it represents your personal might (that is, the forces or equipment at your disposal) and can be used for threats, house assassins or smuggled equipment onto the station.


And that's about it.  Equipment can be determined later, but it is automatically assumed you have a tablet for communicating with your own racial high command via subspace and any other contacts you need.


ExKirby:  Seems fine, see the checked maths I PM'd you.  Until said otherwise, I'm going to interpret your race as being the equivalent of Switzerland - they hold a few key points in major trade routes and tariff the heck out of them for fun and profit.  Also, your blaster will have to be deactivated as part of standard diplomatic procedure - no live arms aboard the ship.

Jerick:  Ackrians seem fine.  Flight trait is perfectly acceptable, my suggestion would be as well as the natural flight ability a native +10 bonus to Piloting but a -5 to Melee and Unarmed from your race's light frame.

Toaster:  Nothing wrong with the Keltonians.  Carry on.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Jerick

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Re: Pheonix 303 - A political roleplaying game
« Reply #6 on: August 13, 2010, 04:31:38 pm »

Nice!
I just updated my sheet and fixed where I muiltiplied piloting after adding moddifers by leaving exactly it the same and as a result I have a question:
What happens when you have a negative skill?
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Iituem

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Re: Pheonix 303 - A political roleplaying game
« Reply #7 on: August 13, 2010, 04:39:36 pm »

It is almost* impossible to succeed in that skill, and you will need to add that many points just to get it vaguely useable again.

Not that it matters too much, as skill rolls are fairly uncommon anyway.

*According to the book, a roll of 10 or less is an auto-succeed and 5 or less is a crit success.  On the other hand, >90 is an auto-fail, >95 is a crit fail.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Spartan 117

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Re: Pheonix 303 - A political roleplaying game
« Reply #8 on: August 13, 2010, 04:42:00 pm »

The Dvarim

Mechanical

Large frame

Advanced vision

Economy: 6

Military: 6

SPR-10

10 STR, 10 END, 10 AGIL, 1 COOL, 1 CHAR, 3 INT

Before I finish this, am I doing it right?
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Iituem

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Re: Pheonix 303 - A political roleplaying game
« Reply #9 on: August 13, 2010, 04:52:35 pm »

Stat bit is fine, see my PM regarding skills.  Also, flavour is probably more important than stats, as you need to give a basic description of your race for some background.  (In other words, don't fret too much about getting stats wrong - I can always calculate them for you if you just tell me which skills you want to tag.)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Spartan 117

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Re: Pheonix 303 - A political roleplaying game
« Reply #10 on: August 13, 2010, 05:05:05 pm »

Actually, I'll just be a station staff dude. Someone else can take the last race slot.
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Iituem

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Re: Pheonix 303 - A political roleplaying game
« Reply #11 on: August 13, 2010, 05:08:52 pm »

Alright.  What sort of position would you prefer?  Same stats/mechanical fellow?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Spartan 117

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Re: Pheonix 303 - A political roleplaying game
« Reply #12 on: August 13, 2010, 05:16:15 pm »

Yeah.
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Iituem

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Re: Pheonix 303 - A political roleplaying game
« Reply #13 on: August 13, 2010, 05:22:06 pm »

Spartan:  You are a former Dvarim killbot.  Unlike the leadership of your race, you were built with only the bare bones of sapience.  What you lack in common intellect, you make up for in sheer brute strength and speed, as well as cunning.  After you were decomissioned due to damage in combat, your hire contract was purchased by the Terran Protectorate and you were repaired on credit.  You are currently paying off your debt as a security officer aboard Pheonix 303.

(Setting details to follow when we have a fourth player or in a few hours, whichever comes first.)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Ghazkull

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Re: Pheonix 303 - A political roleplaying game
« Reply #14 on: August 13, 2010, 06:01:54 pm »

what can i basically do as an station crew member?
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