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[Starkin] Player Request

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Siren no Orakio:
Hand of the Starkin

The year is 3670. Mankind has once again found its destiny made manifest, and begun to spread to the stars, at the price of Mother Earth. In his first steps into the galaxy, war was made upon him, and though Mankind came forth victorious, he has decided to assure that no other may threaten him again. Responding to the calls of the Primarch of Sol, Santiago deJesus, Mankind and the races they created have begun to forge a set of mighty alliances with friendly starfaring races, the Starkin Federation. Together with the Humans now stand the dwarven Salvorathan, men engineered for deep space, the Oraki, the man-machines born of Human genius, the Kel'Regar, bio-wizard aliens reminiscent of the legenendary Elf,  the Ssaratha, the slender, winged sauroids, second to none in flight, and others beside.

Beset on all sides by foes, ranging from the abominable Xolev to the crafty Senta, the Starkin Federation has done an admirable job of protecting its people, through both diplomacy and warfare, though it finds itself short-handed on all sides, often leaving its arms in the need of the services of privateers. Freelance fighters, smugglers, rogues, and even researchers, all of these infest the lanes between worlds, where they stand as the first line of defense against spies, pirates, and especially against each other.

In this universe, it is on the border world of Sarinex that you find yourselves, a newly established colony in need of the services of all. Banditry is rampant, and aliens menace from the beyond, while rumors of a Senator pushing for a new doctrine for Humanity run rampant. Into this world, you are thrust, to live or to die by your wits and your blaster.
A note on space travel:

Controlled artificial gravity is effectively unknown in this reality. This means that real-space journeys are generally long coasts of zero gravity punctuated with hard bursts of acceleration. Most spacefarers have learned zero-gravity motion nearly as well as walking, so no special skill will be required to handle simply moving in zero-G. However, combat requires a degree of adaptation, especially melee combat. Combat skills must be purchased twice, albeit at a reduced cost for the second set – The lesser of the two skills, standard or zero-gravity, costs only half of the normal purchase price. For example, to take 'sword – standard : 6' and 'sword – zero G : 4' will cost 8 skill points, rather than 10.

FTL is accomplished via hyperspace, accessed via the Yau-Calabi Fold Engine. This engine translates the six folded spatial dimensions of normal space into six unfolded dimensions, while for the ship, the three spatial dimensions of normal space are folded to a vastly smaller space. For a number of theoretical reasons, this reversal of the dimensions of space is not quite symmetric with real-space. The practical effect is that while the distance between real places is vastly reduced, it is not quite eliminated.  Interstellar travel is a matter of hours to weeks, however, rather than the decades and centuries of real space. The Yau-Calabi Fold cannot be maintained within deep gravitational wells – Generally, the Foldship must be a significant distance from any star or planet, but generally not more than a few days travel away from the star.

For reasons of performance, the average star-fighter is not equipped with a Yau-Calabi Fold Drive. They are simply too massive to justify their inclusion. Instead, the majority of militaries deploy carriers, which launch waves of fighter craft. Mercenary and freelance companies frequently work on the same basic principle, although their carriers are typically modified freighter ships, rather than dedicated warships. It is the rare freelancer indeed that has both the contacts and the cash to purchase even a cruiser, let alone a carrier.

It is assumed that all PCs start with a light fighter type craft or a light freighter type craft. Devil is in the details, and variations will be available.
System notes & Characters:

For this game, I am seeking 4-8 initial characters. Players will either start as an assembled wing of freelancers, or get railroaded into being a wing. I promise that there will not be a 'You are all in the tavern' scene. No, things will be much, much worse if I have to railroad yinz into a party.

When characters are created, I require a name and a generic character 'type' for them, as well as a short background to abuse. I mean, write plots about. I will also require stats and skills. Most adjucation of events will occur by the 'Siren has a bunch of d6 and your stats' system, where I will generally roll a number of d6 equal to the appropriate stat or skill rating against a target number. These dice do not add, but rather, each individual success against the target number improves your success. For target numbers of greater than 6. any 6 is rerolled, and the new result added to the first 6. This may continue indefinitely, if you are obscenely lucky.

Human stats range from 1 to 6, with 1 being pathetic, and 6 being unaugmented maximum.  Initial skills may likewise range from 1 to 6. If you are interested in a particular race, stat adjustments will be done after assignment – please PM with the race you desire to play. If you wish to create a race for this game, you may do so, with the awareness that I reserve the right to veto, suggest alterations, and otherwise work them into the game world, along with reasonable stat adjustments. I wholly suggest that any such races are fully submitted to the Citadel as entries, too. 

Direct Stats are:
Strength, Constitution, Quickness, Charisma, Intelligence, Willpower. Each should be self explanatory.
Each Character will have a total of 26 points to assign to theses stats, they cannot be zero.

Reaction is the average of Quickness and Intelligence, and determines your initiative in combat.

Skills are basically whatever you can think of. We'll divide them into action and knowledge skills. Action skills are generally those that involve doing something – Shooting, piloting, etc.  PCs have 35 points to assign to action skills, and 5x int to spend on knowledge skills. No skill may start above 6.

Each character will also, as the game proceeds, accumulate 'drama dice.' Drama dice exist for the sole purpose of causing heroic actions to succeed. Rather than being available each round or action, drama dice refresh roughly at change of scene, and can only be accessed with an appropriately flamboyant description of action.
Racial Traits

Racial traits are those particular quirks of a race that cannot be expressed well through simple statistics. Generally, they are an evolutionary advantage that has served the race well over the years. However, civilization is such that many of these gifts now lay latent until they are needed. Each PC may select one racial trait to have expressed itself within them. I will hear arguments for traits other than those listed.

    Unending Stamina: Built for alternating periods of feast and famine, humans can continue to function at nearly full athletic potential for lengths of time that outright kill many other races, and can do so under conditions that other races would consider starvation. Humans that select this trait can soldier on for days without sleep or food, though he can expect to 'crash' at the end of this period, when the stress is removed from him.

    Improvisation: Humans are more capable than most at seeing the non-standard use of items. Humans who select this trait have vastly reduced penalties for using tools in manners that would cause the designer to weep with shock and surprise.

    Suitless: All Salvorathan are resistant to the effects of vacuum. Some, however, take this to extremes, and are able to operate in a vacuum almost indefinitely, given a supply of oxygen. Such Salvorathan are able to survive up to 15 minutes of hard vacuum without a suit or even an air supply, and up to a day given an air supply. This includes maneuvering.

   Laser Resistance: While all Salvorathan mitigate the poisonous effects of the radiation that would often flood early deep space vessels, there are a rare few who have the necessary combination of traits to absorb and dissipate more concentrated exposures to radiation. Such Salvorathan gain a bonus to resist the effects of most laser based weaponry.

    Step of the Stalker: Female Kel'Regar, to the woman, are huntresses. Many are particularly skilled at stalking and tracking their prey. Such huntresses have an instinctive ability to hide themselves from a specific target or small group of targets, gaining significant bonuses to the stealth skill when the location of the party to be hidden from is known.

   Dominance:Kel'Regar are naturally attuned to scents and postures that the majority of other races will easily miss, and this quickly combines with their own abilities to regulate their own pheremonal emanations and fine posture control to allow the Kel'Regar significant bonuses to social manipulation of others, so long as they are face to face with the target of such manipulation. This trait has impact over video-link communications, but it is reduced.

    Machine-Merge: As completely artificial beings, composed such that micro-machines replace the cells of the human body,  it is relatively simple for the Oraki to create a secondary set of systems within his or her body for the purpose of supporting specially designed external additions to themselves. Such Oraki have a set of additional parts that they may unite to their body on a temporary basis. These devices typically add mobility to the Oraki's base form – Common modifications include fixed wing flight, rocket thrusters, or hydroplane capacity. Each Oraki may only have one set of such attachments, because of the complexity of the systems.

    Rapid Regeneration: Typically, much like a human, an Oraki must wait for body damage to be repaired by the replacement of damaged micro-machines. While this occurs on a faster timescale than for organics, the Oraki must still consume the correct raw materials, build the 'cells', and deliver them to the appropriate location within the body. A few Oraki, however, are able to reorganize the body to a working state, closing injuries nearly instantly, limited only by the minimum number of such micro-machines required to actually compose the flesh in function. These Oraki can self-heal to a limit determined by their body rating with a single round  of concentration. The standard regeneration period then must replace such cannibilized micro-machines before the ability can be used again.

    Pilot: Descended distantly from creatures resembling the terran pterosaurus, the Ssaratha retain glider's wings, suitable for short hops much of their complement of feathers, and a superb sense of three dimensional motion. This superior spatial sense translates well to the pilot's cockpit, and those Ssaratha who take this trait gain a consistent bonus to all aerial and space piloting attempts.
     Zero-G: These Ssaratha have adapted their motion sense to personal movement in null-gravity. They gain a consistent bonus to maneuvering in Zero-G.   

If the PC wishes to create a race, they may, so long as a full description of the race is submitted as an Lifeform entry to the main site. This description will be used to determine statistics and traits of the race.

Siren no Orakio:
Links to citadel descriptions of Races and Places:

Starkin Federation






I think I've settled roughly on the concept I'll be using. More to come over IM.

the Wanderer:
Oh, I'm definitely in! Character draft via PM soon.

Siren no Orakio:
As the question was asked:

Skill divisions:

These skills, unlike 'proficiencies', represent ability beyond the average 'person off the street.' A 1 represents an amateur level of awareness - Previous experience means you are capable of adequate success, and abysmal failure. At a 1, you have about a 50% chance of scoring a single success, and a 1/6 chance of a critical failure. A 6 represents a professional level of awareness - A character is extremely likely to have multiple successes at the action, and has a chance of critical failure so low that it breaks the calculator in my mind. A 12 represents godlike competency in the field.

Skills are generally broken into categories, rather than ultra-individualizations. Example categories of active skills may include: Weapon: Pistol, Weapon: Sword - Zero Gravity, Weapon: Rifle, Weapon: Guns Too Big For Humanoids Under 1000 lbs To Wield, Weapon: Gunnery, Pilot: Spacecraft, Pilot: Aeroplane, Pilot: Car, Athletics, Stealth, Fieldcraft, Medicine. Any skill that involves a tool or a vehicle has a related Build/Repair skill.  Knowledge skills include Chemistry, Physics, Boy Bands of the 23rd century, History(Q-tips), The Poems of Maya Angelou, etc.

Only active skills count against the 35 point limit. You may have 5 x Intelligence points of Knowledge skills.

About Zero skills. A zero-skilled character still retains the ability to basic functions with common tasks. Having a zero skill in pilot: Spacecraft does not mean you are totally lost in the cockpit. It means that you rely heavily on the autopilot, and are able to do such things as match orbit, dock, and generally run from point-to-point in a functional manner. You can perform every day life. However, when the crap hits the fan, you are lost, and must make an appropriate default, at large penalty to the target number.

Languages: All PCs are considered to have a native language, and for ease of play, are considered to have picked up enough Gal-Com to be able to speak.   Languages count against your Knowledge skills.

Gal-Com is an artificial language based distantly upon a synthesis of Latin and a similiarly ancient Kel'Regar tongue. It is a rigidly defined, grammatically consistent language that has been designed specifically to be easily translated into as many languages as possible.

The following Earth languages are 'alive', in order of native speakers - English, Mandarin, Swahili, French, Spanish, Lojban, Russian, and Korean - The loss of Earth was a tremendous blow to the linguistic variety of Earth. Other languages are remembered, but are primarily 'dead' scholarly works, or in some cases, reconstructions. Salvorathan and Oraki share Earth languages for their native tongue, with Salvorathan preferring English and Russian, while Oraki often prefer Lojban, or speak Gal-Com natively.

The following Kel'Regar languages are alive: Lel'Orth, Lel'Sresh, Lal'Quon, Kel'Ratha, and Oben'ta, as well as a host of smaller tongues. Lel'Orth and Lal'Quon are primarily spoken by males, Lel'Slesh and Kel'Ratha are primarily female tongues. Oben'ta is not a complete language, but a simplified speech that served for many years as a common tongue, holding elements of each of the four major languages, and is mostly used for trade and matters of lust.

Other Humanoids cannot speak the primary Ssarathan languages, lacking the required organs to speak and the range to hear about half the sounds, but can learn to read and write them all in one fell swoop, as they share an ideographic writing system, similar to the dominance of the Han Chinese script in Asia.


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