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Go Back   Armchair General and HistoryNet >> The Best Forums in History > Military/History Related Hobbies > Alternate Timelines > Science Fiction

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Science Fiction Science Fiction as a means to discuss "future history."

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  #1  
Old 29 Oct 15, 23:07
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Far Future Adventure

A sticky for TA Gardner's new sci-fi adventure.

Please wait until TAG has posted his game before adding any comments.
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  #2  
Old 30 Oct 15, 00:24
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Introduction

This is just a teaser for a new sci-fi adventure game based off the Traveller rpg universe. This game is designed for 4 to 6 players each using one or two characters. I'm using Traveller is because there’s lots of on line stuff that makes it easier to run such a game.

http://travellermap.com/?x=-34.514&y...ale=11.7109375

This one takes place initially in the Ilelish sector shown. You can zoom in for more detail.

Then there are discussion sites and such like these:

http://www.freelancetraveller.com/

http://www.travellerrpg.com/CotI/Discuss/

And resources like this one:

http://wiki.travellerrpg.com/Category:Library

That way you can acquaint yourself with the game and "universe" it's set in. No groping in the dark, so-to-speak.

I’m not in a rush to complete this game. In fact, it is almost open ended. You can quit and others can join as it goes. But, quitting in most cases means if you wish to rejoin at some later date you will have to start from scratch with new characters as it has moved on leaving your earlier characters behind. There isn’t a pre-determined conclusion to things either. I’m giving you your very own shovel to dig a hole, or grave, with. What happens and where this goes is largely up to you.

The game itself will run much like a novel everyone will write as we go. It requires the players to give more than one sentence responses and work through problems and puzzles to get to a solution. You won’t be saving the universe.

It’s important that you work to build interesting characters who have personalities that the other players can relate to and work off of. There’s no requirement you be nice, civil, or particularly law abiding. That’s up to you. But, you have to be consistent, even if your character is unpredictably insane.

There’s lots of stuff on this game online and I will generally try to follow what’s out there in terms of how the game plays. That means if you are playing it behooves you to know something about the Traveller universe.

In this game the setting is that of an Imperial civil war in progress. The sector that this takes place in is relatively calm, but raids by the cat-like species Aslan do occur with some regularity. There will be no preset script. The players will set their agenda based on general scenarios and options laid out for them.
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Old 30 Oct 15, 00:26
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Character building

Building your character:
The basics:
You have 6 basic characteristics. These are:
Strength
Dexterity
Endurance
Intelligence
Education
Social level
You get 48 points to distribute to these characteristics and can assign 1 to 15 points to each one. You don’t have to be human either. If you choose a non-human, ask about special characteristics you might receive. I also suggest you carefully review your choice as it will impact how you have to act.
The list of species can be found here: http://wiki.travellerrpg.com/category:races
If you are choosing this option, it has to be a race near the Ilelish Sector (see below). Don’t choose something half way across the known universe, I will say no.
On social level: If you choose a level of 11+ you will be eligible to be a noble or will be of noble background. This has implications for you in the game. The higher you go beyond 11 the more common and prominent these implications will become for you. These include:
• Gaining advantages dealing with government and law enforcement.
• Social interactions. Commoners will avoid you and be differential to you. Nobles will expect you to interact with them in an acceptable manner.
• You will have to spend more money on social stuff like food and clothes as you have to fit your social status.
• You will get more opportunities to interact with the rich and powerful / connected.
• You may be targeted for assassination.
• You have to act like a noble.
• You may have celebrity status and be in the public eye.
• You will be asked at times to do your duty as a noble and serve the government. This might include being given officer rank and being told to raise a military unit for service.
• You can still be broke and go into serious debt.
After choosing your values (please read the rest of this before choosing), choose a home world reasonably close to the aforementioned sector. Note, your choice will affect your skills etc. Generally anything below a tech level of B is going to make it tough for you to be a top notch space fairing character. On the other hand it might help with things like being in the Army or being a hunter / tracker or the like.
Next, you can choose how long you’ve been around / in service / doing stuff. This can be anything from 0 to about 40 or 50 years. Your starting age for the game is 18 years old + the number of years you choose for prior service.
You can also choose to still be in the service or your line of work / employed by a company or government if you choose. You can also have finished your service and be out. If still in the service or employed, this can affect things for you. Your service or employer could ask / order you to do stuff.
Also, you can switch careers, etc., if you like. I don’t suggest this but you can.
Careers include but are not limited to:
Army (Imperial and interstellar): Strength, dexterity, and endurance are useful here.
Navy (Imperial and or interstellar): Education, intelligence, and social standing
Marines (space sort): Strength, dexterity, endurance more so than with the army
Scouts (a service sort of like Wild West scouts were): High social level is a detriment.
Air Force (planetary): Like the USAF would be
Fleet (planetary): Like the USN or RN would be.
Law enforcement: like the army.
Medical: Intelligence, education.
Diplomat: Social standing is important.
Courtesan: Male or female sycophant and intimate companion…
Bureaucrat
Scientist / Engineer / Academic: Education is paramount
Noble: You have to have a social standing of 11+ to qualify. This can be an occupation or you can combine it with another occupation.
Merchant / businessman
Miner / Belter: This is someone who is an independent prospector of asteroids or worlds
Pirate / Criminal / rogue: Low social standing helps
Hunter / tracker / guide
Barbarian: Very low tech level world that is pre-industrial, typically tech level 4 or below.
You can add to this if you have something different in mind. I’ll let you know if it won’t work.
Psionics. You can ask to try and receive psionic / psychic powers. A few notes on this before you choose:
You cannot be a noble. This is a big no-no with the government and you’d be found out and dealt with.
These skills are highly illegal and most people you interact with will be terrified by you having them because of government propaganda. There are places they are allowed. But, you have to be very careful using any you have. They are also limited in how much you can use them. Like “mana” in many other games you only can do them so much so often.
Also, if you do have them they won’t be real super powers but rather just give you an advantage like another skill in about 95% of the cases.
At a minimum one person will be getting some sort of starship as the owner / captain / operator. The type will be determined by the choice of characters you make. Be aware that this is likely to become essential to many scenarios you might be given. Typically, high ranked merchants, scouts, and nobles end up with a ship. Hunters / trackers, diplomats, and scientists / engineers / academics might get one if they’re really good at what they do. Others might but it is less likely to occur.
Personal gear, weapons, etc., will be consistent with your character both by background and starting wealth.
Be aware that having cash isn’t automatic. You can run out and go broke. I’ll make this as much a background function as possible so you aren’t having to be accountants.
The game will start with all players on the same world in the Ilelish Sector. Go to http://travellermap.com to see the sector and general map of the “known” universe. If you click on a world you can get some general system details at the bottom left of the screen where the world is listed. That opens a screen with the details. Everything is important to consider on these because I will be making the worlds you visit / are on based on those notes and values.

Skills.

Generally you’ll get one skill for each year of service plus several initial ones based on your home world and occupational choice. In addition you’ll receive a bonus number of skills.
Skill choices are limited to ones that would be expected or explainable as part of your occupational choice.
The technical skills you can have are limited by intelligence and education. That is, if you are not too bright and poorly educated the skills open to you and how many you can have are limited.
Physical / athletic skills are likewise limited by strength and dexterity. If you’re a weak couch potato you aren’t going to be getting much in the way of physical skills.
While that is a bit different from the game itself, I prefer it as a guide as it makes more sense than the pure game system does.
I’ll add some background on your character’s backstory to help you create one. It might not be entirely what you want but that will add a certain amount of creativity to the game and characters. For characters that have such I’ll give you your mustering out / retirement / current rank. I’ll try to let you have most of the freedom to choose what you’d like your character to do as a background so the more you include in that aspect before choosing skills the better.
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Old 30 Oct 15, 00:28
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A starting skills list:

•Academic (Cluster) ◦Admin
◦History
◦Linguistics
◦Persuasion
◦Science

•Animal Handling (Cluster) ◦Guard/Hunting Beasts
◦Equestrian
◦Herding

•Clandestine (Cluster) ◦Bribery
◦Disguise
◦Forgery
◦Gambling
◦Intimidation
◦Intrusion
◦Stealth
◦Streetwise

•Econiomic (Cluster) ◦Admin
◦Broker
◦Legal
◦Trader

•Environ (Cluster) ◦Animal Handling
◦Archaic Ranged Weapons
◦Hunting
◦Recon
◦Stealth
◦Survival

•Exploratory (Cluster) ◦Pilot
◦Sensor Ops
◦Survey
◦Survival
◦Vacc Suit
◦Vehicle

•Inborn (Cluster) ◦Artisan
◦Carousing
◦Instruction
◦Jack-of-trades
◦Leader

•Interpersonal (Cluster) ◦Admin
◦Interview
◦Liason
◦Linguistics
◦Steward

•Science (Cluster) ◦Biology
◦Chemistry
◦Genetics
◦Forensic
◦Medical
◦Physics
◦Robotics

•Space (Cluster) ◦Engineering
◦Navigation
◦Pilot
◦Sensor Ops
◦Ship's Boat
◦Vacc Suit

•Space Tech (Cluster) ◦Starship Gunnery
◦Sensor Ops
◦Ship Tactics

•Special Combat (Cluster) ◦Battle Dress
◦Combat Engineering
◦Demolitions
◦FA Gunnery
◦Forward Observer
◦Heavy Weapons
◦High-energy Weapons
◦High-G Environ
◦Stealth
◦Zero-G Environ

•Technical (Cluster) ◦Communications
◦Computer
◦Electronics
◦Gravitics
◦Robot Ops
◦Sensor Ops

•Vice (See: Clandestine)
•Combat ◦ Melee ◾Hand-to-Hand ◾Brawling

◾ Archaic (Cluster) ◾Axe (Cascade) ◾Battle Axe
◾Hand Axe

◾Cudgel
◾Foil
◾Sword (Cascade) ◾Large Blade
◾Small Blade
◾Blade ("Blade" is a Traveller-specific term.)

◾Polearm


◦Ranged ◾ Archaic (Cluster) ◾Blowgun
◾Bola
◾Boomerang
◾Bow
◾Crossbow
◾Firearms (early)
◾Sling

◾Gun Combat (Cluster) ◾Energy Weapons (Cluster) ◾Fusion Gun
◾Plasma Gun

◾Handgun (Cluster) ◾Body Pistol
◾Pistol
◾Revolver
◾Snub Pistol

◾Laser Weapons (Cluster) ◾Laser Pistol
◾Laser Rifle

◾Neural Weapons (Cluster) ◾Neural Pistor
◾Neural Rifle

◾Rifleman (Cluster) ◾Autorifle
◾Carbine
◾Rifle

◾Combat Rifleman (Cascade) ◾Adv Combat Rifle
◾Assault Rifle
◾Carbine
◾Gauss Rifle
◾Rifle

◾Shotgun
◾Submachinegun

◾Heavy Weapons (Cluster) ◾Autocannon
◾Grenade launcehr
◾Light Assault Gun
◾Machine Gun
◾VRF Gauss Gun

◾FA Gunnery (Cascade) ◾High-energy Weapons
◾Mass Drivers
◾Meson Guns
◾Mortars & Howitzers

◾Starship Gunnery (Cluster) ◾Screens
◾Spinal Weapons
◾Turret Weapons



•Vehicle (Cluster) ◦All-terrain Vehicle (Cascade) ◾Wheeled Vehicle
◾Tracked Vehicle

◦Watercraft (Cascade) ◾Large Watercraft
◾Small Watercraft
◾Hovercraft

◦Aircraft (Cascade) ◾Helicopter
◾Jet-propelled
◾Lighter-than-air
◾Propeller-driven

◦Gravitic (Cascade) ◾Grav Vehicle
◾Grav Belt

◦Spacecraft (Cascade) ◾Ship's Boat
◾Pilot


•Individual Skills ◦Vacc Suit
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Old 30 Oct 15, 01:08
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Damn that's exactly like I remember this fine rpg game like.

Once I Gm'd a party to loot a mercenary ship derelict that was full of those acid dripping aliens. Gad's the horror, the tension, the angst. That was fun...

Btw I want a AA-12 as a primary weapon.
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Old 30 Oct 15, 01:28
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If you're wanting a plasma or fusion rifle you may have to cough up the cash for it... I'm not too keen on just giving those to players...

Yea, they will turn most stuff into smoldering paste but they are also like going to the gun store and asking for an M2 .50 Browning machinegun...
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Old 30 Oct 15, 05:18
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Looks interesting, I'm in.
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Old 30 Oct 15, 10:04
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I'm in.
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Old 30 Oct 15, 15:16
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I'm in too.

Edit-
With a smuggler.
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Old 30 Oct 15, 23:22
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I'm in, but I am hoping on getting a Gurps book on character creation in the next couple of days. Right now I am leaning towards a Noble Trader....

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Old 31 Oct 15, 02:55
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Pending approval -

Sushulana - Darrian (ambidextrous) Rogue


Str- 6
Dex- 10
Endurance- 9
Intel- 12
Education- 7
SS- 4



Skills;
Clandestine-
— intimidation - 1
— stealth - 1
— Streetwise - 2
-- Intrusion 1

Space cluster-
— Ship’s Boat -1
-- Ship Tactics -1

Special Combat
— Zero G - 1
— High G - 1
— Vacc suit - 1

Handguns
— Revolvers - 2

Starship gunnery
— Turret weapons - 1

Sword - 3

Computer 0
Grav Vehicle 0

An established Char with certain advantages and drawbacks that you folks will just have to find out about the hard way.

History; Largely a mystery. The Darrian folk have their fringe elements too, and this is one of the more shadowy. The ship is known as L'Indiscrete on those rare occasions when it is not operating under false flag.
The Captain has no official service record and is thought to be an underworld operative born & bred that has turned mercenary. What makes this one unusual is never violating a contract and always succeeding in a given task.
But then again, failure in this line of work is generally the end of the road.
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  #12  
Old 31 Oct 15, 03:02
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Old 31 Oct 15, 03:13
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Originally Posted by The Exorcist View Post
Sushulana - Darrian (ambidextrous) Rogue


Str- 6
Dex- 10
Endurance- 9
Intel- 12
Education- 7
SS- 4



Skills;
Clandestine-
— intimidation - 1
— stealth - 1
— Streetwise - 2
-- Intrusion 1

Space cluster-
— Ship’s Boat -1
-- Ship Tactics -1

Special Combat
— Zero G - 1
— High G - 1
— Vacc suit - 1

Handguns
— Revolvers - 2

Starship gunnery
— Turret weapons - 1

Sword - 3

Computer 0
Grav Vehicle 0

An established Char with certain advantages and drawbacks that you folks will just have to find out about the hard way.

History; Largely a mystery. The Darrian folk have their fringe elements too, and this is one of the more shadowy. The ship is known as L'Indiscrete on those rare occasions when it is not operating under false flag.
The Captain has no official service record and is thought to be an underworld operative born & bred that has turned mercenary. What makes this one unusual is never violating a contract and always succeeding in a given task.
But then again, failure in this line of work is generally the end of the road.
Your welcome on my ship... Just don't draw heat to it...
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Quantum mechanics describes nature as absurd from the point of view of common sense. And yet it fully agrees with experiment. So I hope you can accept nature as She is - absurd! - Richard Feynman
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Old 31 Oct 15, 03:29
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What are the limits on a starting skills list? My character will be a retired Imperial Naval Officer turned Trader. He would be capable of many jobs but not necessarily expert in all.

Pruitt
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Old 31 Oct 15, 04:04
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Quote:
Originally Posted by Pruitt View Post
What are the limits on a starting skills list? My character will be a retired Imperial Naval Officer turned Trader. He would be capable of many jobs but not necessarily expert in all.

Pruitt
I need your choice of stats and years of service, with a bit about how you want your character's service to have gone. Once I get that I'll let you know how many skills you can choose. I'm pretty flexible on that but if any are completely out of line I'll let you know and fix that.

Oh, everyone will also be getting a PM with their starting scenario. There may be things you want others to know, and things you don't.
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