Darkness Between the Stars

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Darkness Between the Stars

Post by Psyckosama on Sun Oct 19, 2014 5:57 pm

Long ago, in time immemorial was the Golden Age. It was a time of wonders, a time when the marvels of man outnumbered the stars themselves. The Ancients strode across the cosmos without fear, but with all their power, they grew arrogant. They forgot the gods, instead gods seeing themselves as akin to gods. And so it was that the gods unleashed their fury upon man.

Of the multitudes of man, only the pure survived, and of those, only the the most worthy retained knowledge of ancient craft. And so it was that the chosen, gifted by the gods to retain fragments of forgotten tek returned to the stars.

They were the Warrior Kings, strong in blood and spirit rule over the throngs of man. The Temples who are the servants of the gods, and keepers of lost and forbidden knowledge. And the Starlords, the Children of Gravatas, rulers of the above and masters of the darkness between the stars.

It was out of the Dark Times that these chosen that forged the Great Compact. And it is by the laws of that compact, under the command of the Three Orders, and by the will of the Gods, that humanity remains prosperous and at peace.


The days of the technological bright future is long past. Singularity has come and gone. Humanity has reached for the stars, and fell on its face. What’s left is a vast, scattered realm, the shattered remnants of the once great human empire, now trapped in a never-ending dark age, cemented by an ancient treaty codified by techno-barbarian despots with the intend to carving the remnants of humanity up amongst themselves like a roast. It’s a distant future mired in cruelty and ignorance, a time where mysticism has replaced science, where the vast majority of humanity are little more than slaves, and where a grossly inhumane status quo is brutally maintained by those in power for disturbing it would risk the privilege and authority they hold dear.

The current social order rose out of a bloody series of succession wars that occurred once the dust had cleared from the cataclysm and humanity had returned to the stars, each with designs of reforging society in their own image. During this period, the the ancestors to the generalized groups that would come to be known as the Three Great Orders rose to power.

For generations they warred for dominance, brutally striking and counter striking as they vied for bloody dominance. It is probably that it was this era, commonly known as the dark time that most of humanity’s legacy was lost, as conqueror upon conqueror rewrote the history books to fit their perceptions and stopped at nothing to destroy any and every advantage that their foes might hold.

The Great Compact was the end result of those wars, a power sharing agreement between the strongest factions to forestall the collapse of interstellar civilization.  It is a labyrinthian series of treaties and agreements that forms the bases of the three great orders. Theoretically, it structures society to give each order near-monopolistic dominance in the area they feel most entitled to, forming a web of interdependence that forces them to cooperate for the common good.

First Order are the Spacers. They are the descendants of those who sought to avoid the collapse by fleeing into deep space. They survived but at dire cost. The warping effects of long term Hyperspace twisted their DNA and anchored them in that foreign realm. It gave them a unique ability to sense and even manipulated gravitational fields. This allows them to navigate hyperspace without beacons to guide them, as well as almost telekinetic abilities. But they were rendered almost sterile as a side effect. Their fertility issues are much reduced when attempting to breed with a normal human, binding them to terrestrial worlds and ‘lesser beings’ that they’d rather have nothing to do with. But because of this, Reproduction has become a racial obsession.

The Spacers own and control space, owning and operating humanity’s FTL starships, ensuring continued security and trade. They are restricted from ruling worlds except for small parcels rented land, set aside for spaceports, and their ground forces are limited to only what they need to ensure security.

The self-proclaimed Warlords are the Second Order. They are the descendants of neo-luddite survivalists who chose to forsake the wonders of the golden age and instead hid in the woods. Generally united by various twisted visions of biological supremacy, ideological pseudoscience, and militant political and religious extremism. They were seen as nothing more than creepy, but ultimately harmless paranoids convinced that society would collapse allowing them to rise up and reshape society in the base image of their own master race. Backed by generations of eugenics, genetic engineering, and extremely large stockpiles of weapons, they got their wish.

The Warlords control the terrestrial worlds. They traditionally face strict limitations on the technology they are able to produce, and the only space capable craft they are permitted must be able to be launched from a planetary surface, and cannot mount independent Faster than Light Drives. However, they are the direct rulers of the vast majority of humanity and their armies are unrestricted in size.

The Third Order are the Temples. They are the descendants of the various tech religious orders that grew out of the post-apocalyptic nightmare of the post-collapse world. At first, they were dedicated to the preservation of knowledge and technology, then in time knowledge took on a religious significance, and then eventually, the preservation became secondary to the religion itself. The different cults have different specialities, and more often than not, view their technological knowledge as being the sacred and arcane teachings of some invented divinity. They hoard these technologies like misers, seeing themselves as the only worthies, sharing only which they must and are quick to deem to those who do not obey their commandments as heretics.

The Temples are the Masters of Faith, and while the other orders may maintain their traditional gods, they also must recognize and obey the spiritual authority of the temples. The temples have a monopoly on the production of the most advanced technology along with the right to declare holy crusade and punish those who commit the heresy of using or constructing restricted technologies. The Temples are limited in their holdings and military assets, only being permitted to control designated shrine worlds or limited temple grounds on worlds, while their fleets and militaries are only limited to the bare minimum needed for security and independent operation.

This is not to say they are monolithic. They are far from. The three orders are more than a administrative characterization, but less than a true identity. This is also not to say the Compact is iron clad. It’s a loose document drawn from a thousand agreements of treaties, rife with thousands of petty exceptions and oft conflicting clarifications. Debate and enforcement of the Compact is according to the will of the Great Synod, a parliamentary body drawing its membership from the three orders that is both toothless and mired in petty politics and rivalries who can only ever agree on the idea that anything that challenge their authority is bad, anything that expands it is good, and that above all else, the Status Quo is God.

The Spacers are broken into clans and houses, belonging to loosely knit tribes, each claiming descent from a different band of exiles and each holding secondary cosmetic physical adaptations as the result of individual mutation and centuries of inbreeding.

The Warlords see themselves as the apex of humanity, the master race. They often see the other Warlord bloodlines as being debased or abhorant based on petty differences long considered minor or even completely pointless. This renders it difficult for them to cooperate as well as encouraging inbreeding.

The Temples are no united faith. Their view of the gods’ authority and nature differs vastly, as does their classification of which technologies are restricted and which amount to outright techeresy. They are, in reality, nothing more than a loosely knit body of techno religious orders, mystery cults, renegade sects, and heresies vying for dominance, resources, worshipers, trade, and patronage.

Enforcement of the Compact is also equally unstable. Spacers are not permitted to control more than a spaceport facility on rented land, but what a spaceport consists of is vague, as is the definition of rented. Their ground forces are also equally loose. Their marines are limited in number, but there is no rule forbidding their aggressive deployment. Selective recruitment, combined with intense training, rapid deployment, and oft superior technology makes them a profoundly deadly force.

Warlords are not permitted to own starships and have limits on their technology, but as long as it can take off and land on a planet under its own power, and doesn’t have an inbuilt FTL drive it is technically permitted, no matter how ridiculous it might seem. Their technological limitations are often overcome by encouraging gaining holy dispensations and allowing the construction of temple factories.

The Temples limitations have lead to them basing their tiny fleets around a small number of terrifyingly powerful Motherships, and their templar guards, while few in number are often liberally enhanced and carrying the most fearsome technology that they can produce. Even the land restrictions are somewhat relaxed by the fact that while they cannot control territory directly, they are permitted if not encouraged to spread the faith, constructing temples on as many worlds as possible.

And in all cases there’s also the issue of mercenaries. When you cannot do something, simply hire those of another order to do it for you. If you need an army, you can hire a warlord. If you need ships, hire a spacer, if you want advanced technology, you can simply buy it from a cult.

Finally, beneath all of them, are the vast majority, the bulk of humanity who were lucky enough to survive, but either were not able to maintain a technological society, or who were tread underfoot during the Dark Times. They lives are mixed. Some live a comfortable existence, impoverished by the standards of their own ancestors, but well off by our own. Most live lives little better than medieval peasants, with the schizophrenic after effects of the inconsistent tech base manifesting in strange ways, like mud huts and hover trucks. Virtually all though, have absolutely no control over their own destiny.

Most are obedient sheep, blindly following the will of the gods and their masters like any other dutiful serf. Others form cults around random, surviving bits of information dating back to the Golden Age that have been long removed from all context. Many want to tear down the 3 orders, while others till thirst for freedom while being weary about disrupting the status quo which prevents a possible second Dark Times. The exceptional few though are able to rise above their means and gain the respect of their masters.


Last edited by Psyckosama on Sun Oct 19, 2014 6:06 pm; edited 3 times in total

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Re: Darkness Between the Stars

Post by Psyckosama on Sun Oct 19, 2014 6:02 pm

Alright, this is a redo/revision/expansion of a RP I did long ago.

In that one the characters were player inserts into the universe, and I'll leave the option for that open for old time sake, though a straight RP character is ideal. Though If you were in the original RP I'll give you the option to restart with the character, adjusted for the setting changes of course.

Character generation I'd like to leave a little bit random. So please roll me 3d6.

Also, there will be a set of full on RP rules as I'm intending to build this into a full setting book... so I'm going to use this as a chance to playtest as well.

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Re: Darkness Between the Stars

Post by Psyckosama on Sun Oct 19, 2014 6:04 pm

The system uses a Dice Pool.

When you roll, you roll a number of d6s equal to the applicable stat.

A roll of 6 counts as a success.

Your skills provide you with a pool of points that you may add to your rolls to increase their value. This allows you to turn rolls that would have otherwise failed into successes.

Primary stats:

Body (BOD): Body represents the characters physical strength, fitness, and endurance.

Reflex (RFX): Reflex indicates a characters grace, dexterity, and reaction time.

Presence (PRE): Presence is both a mental and a physical statistic, representing a character’s physical beauty, magnetism, bearing, charisma, strength of character, and how memorable they are.

Mind (MND): A character’s Mind represents a character’s memory, intellect, mental agility, and powers of observation.

Focus (FOC): Focus indicates the character’s willpower, concentration, and spiritual strength.

Fate (FATE): A character's Fate represents the sum of their destiny and their importance to the plot of the storyline.  It is not a standard stat, and is not applied to skill rolls, but it is used when determining their derived statistics.

No base stat other than Fate my start at a zero.

Derived Stats:

Armor Value (AV): A character’s Armor Value is how much damage is negated before they take wound damage. A character’s base AV is equal to their FATE, which provides them with “Plot Armor”.

Health (HP): Health Points indicate how much physical damage a character can receive before death. A character's health points are divided into 3 columns indicating their level of injury. Each column contains BOD + FOC x 2 Health Points.

Fatigue (FP): Fatigue indicates how much physical strain a character can receive before they begin to tire or lose conscious. They are determined in the same manner as Health Points.

Sanity Points (SAN): A character’s sanity is their ability to deal with the strange and disturbing. Sanity is divided into 5 columns, each containing MND + FOC x 3 points.

Mental Resistance (RES): Mental Resistance is a character's ability to ignore psionic attack as well as shrug off the strange and disturbing. Mental Resistance is equal to FOC + FATE.

Initiative (INI): A characters Initiative is how fast they are able to react in combat. Initiative is RFX + FOC.

Luck Points (LUCK): A character's luck is the expression of the characters ability to accomplish the impossible. A character’s base luck is FATE x 3

Fate and Luck

Luck points may be spent at any time at the player’s discretion. They can be used as a pool to modify rolls by adding them at a 1-1 ratio to the skill pool before the roll is made, allowing a character to accomplish otherwise improbable tasks. They may also be spent in place of health and fatigue points when a character takes damage. They may also be spent, at the GM’s discretion, to apply minor retcons to the world around them.

The only way to Regenerate Luck points is to roleplay, behave in character, and generally be interesting while doing it.

Fate points, besides being the base for several other statistics, also services as an way to directly affect the universe around them. A character may reduce their number of fate points by 1 in order to perform a major retcon, such as surviving an otherwise lethal situation or summoning a deux ex machina to solve an otherwise untenable situation.

New fate points my only be gained as rewards for accomplishing important and noteworthy tasks

Core Skills

Physical (phy): The physical skill dictates how skilled a character is at tasks that use the body, such as athleticism, manual labor, and hand to hand combat.

Coordination (cor): Coordination dictates how skilled a character is in tasks that are dependent on fine physical and hand-eye coordination, such as ranged weapons, piloting vehicles, and moving silently.

Communication (com): Your Communication skills are your social skills. They dictate how effective you are at tasks such as seduction, diplomacy, and gathering information.

Knowledge (knw): Your Knowledge skills are what your character knows. This skill is extremely varied and can cover everything from exotic physics, to trivia, to purely cerebral skills such as computer programming.

Practical (pra): If Knowledge is Knowing, practical is doing. It is the hands-on ability of the character, covering everything from automotive mechanics to surgery.

All characters must begin play with one point in each skill.

Skill Focus and Specialization

While the Basics Skills provide the character with a solid foundation, most characters tend to have some skills that are superior to others. Skill Focuses and Specializations are subdivisions of the core skills that allow them to improve specific sub skills without having to increasing their basic skill.

Focuses are broad based skills that fall under the general category offered by a Basic skill. As such they allow a character to show additional ability in a broad subset of a basic skill, such as Coordination: Firearms, Knowledge: Medicine, or Social: Persuasion

Specializations are relatively narrow skills that further  narrow the scope of the skill, allowing for  a further degree of mastery of a particular aspect of one of their focus skills. As such, to take a Specialization, a character must already possess a focus in its parent skill. Example specializations would be Coordination: Firearms/Rifles, Knowledge: Medicine/First Aid, and Social: Persuasion/Barter

No Focus or Specialization may be higher in value than its associated parent skill.

Due to the extremely broad nature of core skills, a skill focus  may be applied to a non-parent skill at the GM’s discretion. When using synergy, a skill focus may not exceed the value of the applicable core skill, even if its standard value is higher. The same is true for Specializations.

Players may choose and describe their own focus and specializations with the approval of the GM.

Skill Proficiency

The skill system assumes that the character is fundamentally competent in the general skills and knowledge needed to function as a productive member of their society. Some tasks however may require obscure knowledge or specialized training. This also applies to people learning skills that while common in other cultures, are either uncommon or unknown in the character’s native culture.

Examples of skill proficiency would be foreign languages, literacy in societies where illiteracy is the norm, specialized and esoteric fields such as nuclear engineering, or skill that otherwise make no sense for them to possess, such as piloting to a character from an iron age agrarian culture.

Characters who are not proficient at a task may still make an attempt, but must discard their first success. Skill Focuses and Specializations may only be applied at  the GM’s discretion.

Skill Ineptitude

While the system assumes a character will be competent at the basic skills needed to function in their society, this isn’t always the case. Sometimes a character may be incapable of doing a task that is otherwise considered simple, possibly even fundamental by other members of their society.  

Examples would be  someone who can’t read in an otherwise literate society, who are unable to swim, or simply cannot master a particular skill no matter how hard they try. Characters with Skill Ineptitude count as non-proficient in skill they’d otherwise have been assumed to be proficient in.

Character Creation

All characters begin with 15 points to spend on stats.

All characters begin play with 13 points to spend on skills. These points may be exchanged for focuses and specializations. One core point will give the player 2 focus points or 4 focus points. THe players may take skill ineptitudes to gain an additional point each.

All characters begin play with 3 fate.

No starting skill may be above 3

No starting stat may be above 4

Races

Please note, all starting profiles might be subject to change amd I'm open to suggestions. Right now I'm thinking spacers and Warlords are too alike.

Spacers
Spacers apply the following modifiers to their starting profile.

BOD -1
RFX +1
PRE +1
MND +0
FOC +1

Spacers possess the “Gravity Control”, “Gravity Sense”, and "3d Perception" abilities.

Gravity Control gives them the ability to control and shift gravity with their minds and bodies. Gravity control normally is based on as a FOC + phy roll, as most control styles manifest themselves as a form of dance or martial art. Spacer Characters may add expend fatigue after rolling to increase their Skill pool.

Gravity Sense allows them to detect subtle shifts in gravity and may be used like any other sense. It allows them to navigate hyperspace, among others.

3d Perception gives spacers an additional dice in rolls that involve an enhanced understanding of three dimensional space, such as Navigation and Piloting.

Warlords
Warlords apply the following modifiers to their starting profile.

BOD +2
RFX +0
PRE +1
MND +0
FOC -1

Warlords decide Health and Fatigue using BOD + FOC x 3

Warlords possess the “Superior Ambition” ability.  

Superior Ambition allows them to reroll any failed roll where the GM feels that their innate genetic and biological superiority over the rest of humanity would give them a clear advantage. They must accept the second roll, and the GM will roll dice. If the number on that die comes up as more than the number of rerolls the player has made in the session, then the character’s hebris has gotten the better of them and roll fails automatically. If the roll would have failed regardless, the failure is critical.

Priests
Priests apply the following modifiers to their starting profile

BOD +0
RFX +0
PRE +0
MND +1
FOC +1

+3 Skill Points

Priests have a max starting skill of 4

Peasants
Peasants begin play with the following modifiers to their starting profile

FATE: +2


Last edited by Psyckosama on Tue Oct 21, 2014 3:17 pm; edited 6 times in total

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Re: Darkness Between the Stars

Post by drakensis on Sun Oct 19, 2014 6:53 pm

drakensis carried out 3 launched of one d6 (Image not informed.) :
4 , 5 , 4

Sorry, that's not working. I'm clearly missing something and your thread on how to roll dice isn't helpful in that respect.

You only had one quotation mark. It was my mistake.


Last edited by drakensis on Mon Oct 20, 2014 2:47 am; edited 2 times in total

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Re: Darkness Between the Stars

Post by Psyckosama on Mon Oct 20, 2014 1:28 am

drakensis wrote:# 3d6

it works like

{roll="d6"}3{/roll}


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Re: Darkness Between the Stars

Post by Psyckosama on Mon Oct 20, 2014 3:31 am

You only had one quotation mark. I fixed it for you.

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Placeholder character sheet

Post by Rieverre on Mon Oct 20, 2014 11:02 am

Name: Koral Lorin
Race: Spacer

Main Stats:
Body: 4 - 1 = 3  
Reflex: 2 + 1 = 3
Mind: 3
Presence: 2 + 1 = 3
Focus: 4 + 1 = 5

FATE: 3

Derived Stats:
Armor Value: 3
Health: 16/16/16
Fatigue: 16/16/16
Sanity: 24/24/24/24/24
Mental Resistance: 8
Initiative: 8
Luck: 9

Skills:
Physical: 3
Coordination: 3
Communication: 3
Knowledge : 3
Practical: 1

Character description: The second child in one of the branches of House Lorin, a minor Spacer house on the rise, he was given a comprehensive general education and showed a natural predisposition towards his peoples' birthright of bending gravity to their will. His acknowledged talent lets him get away with being more direct than is strictly politic in polite company, and his tendency towards practicality has strengthened his relationship with his father.

Him playing to his natural strengths in the course of his education has left him both sturdier and more focused than the average Unbound.  

However, as a result he is not as typically graceful either. Something that has led to the disparaging whispers of 'he looks like a Lander' behind his back.

If Koral has one ambition, it's furthering his personal agency and influence, but he is perfectly content in doing so by working to improve the standing of House Lorin, and his branch of it in particular.


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Re: Darkness Between the Stars

Post by drakensis on Mon Oct 20, 2014 6:00 pm

Thanks, Psyckosama. Probably my fault for doing that last thing at night.

Name: Makkrory Kulnan
Race: Spacer

BOD 3-1 = 2
RFX 3+1 = 4
PRE 3+1 = 4
MND 3 = 3
FOC 3+1 = 4
FATE 3

AV = 3
HP 12
FP 12
SAN = 21
RES = 7
INI = 8
LUCK = 9

phy 1
cor 2
com 2 (Persuasion 2) (Persuasion/Bartering 1)
knw 2 (History 1) (History/Myths and Legends 1) (Astronomy 2) (Astronomy/Astronavigation 2)
pra 2 (Starships 1)

Character Description: The Kulnans built their fortune as pirates, consolidated it as overlords of three dozen worlds, squandered it in internal feuding and finally got torn apart by their rivals. Ships and crews scattered and a hundred years later no one really cares to hunt down their heirs.

Makkrory's not overly concerned by that heritage either, but he's not prepared to turn his back on those who do care: his family. He's got his fair share of charm and he's earned good cash as a navigator. Some people want more than just a fast passage though - some want to go places not seen by human eyes since before Great Compact. Out there can be found secrets that could raise the Kulnan to their old heights or savage entire sectors of space... or both.

And if Makkrory Kulnan is anything beyond his ancestry and his talents, it's too curious for his own good.


Last edited by drakensis on Tue Oct 21, 2014 3:28 am; edited 1 time in total (Reason for editing : fixed skills)

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Re: Darkness Between the Stars

Post by Psyckosama on Tue Oct 21, 2014 12:07 am

Well, I was hoping you would use your previous character or roll for your race (I technically made the last roll so I wasn't exactly fair to hold you to it)... but this works.

I'll try and bring on a couple more players. Though your HP/FP/SAN? It's divided into 3 columns. So your HP/FP are actually 12/12/12 while your San is 5 columns of 21/21/21/21/21

Might sound like a lot but each column is a level of injury while each sanity column is a degree of madness.

And on another note... I tihnk I might have to reduce then umber od san points a bit...yeesh.

Also, Drac, you cannot have your speclization higher than the connected focus

Right now you have "knw 2 (History 1) (History/Myths and Legends 2)". History can't be lower than its child skill. My suggestion would be to simply take two points in history.

Also pra 2 (Starships 2) (Starships/Navigation 2)

Asto-navigation would be a knowledge skill. Piloting would be a coordination skill. Practical is more for stuff like repair or crafting. Hands on skills. Astronav is mostly complex maths.

My suggestion would be knw 2, (Astronomy 2) (Astronavigation 2)


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Re: Darkness Between the Stars

Post by Brian Boru on Tue Oct 21, 2014 1:45 am

Brian Boru carried out 3 launched of one d6 (Image not informed.) :
5 , 5 , 4
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Re: Darkness Between the Stars

Post by Brian Boru on Tue Oct 21, 2014 3:03 am

Name: Kerl Cayas MikLeer
Race: Warlord

Main Stats:
Body: 3 + 2 = 5
Reflex: 4  = 4
Mind: 2 = 2
Presence: 3+1 = 4
Focus: 3 - 1= 2

FATE: 3

Derived Stats:
Armor Value: 3
Health: 21/21/21
Fatigue: 21/21/21
Sanity: 15/15/15/15/15
Mental Resistance: 6
Initiative: 7
Luck: 9

Skills:
Physical: 3 (2 Hand to hand Combat/2 vibro axe)
Coordination: 2 (2 firearms)
Communication: 2 (1 diplomacy)
Knowledge : 1
Practical: 2

Background: Mannan is one of the many sons of the Old Lord MacLir, before the old War-Hound finally bit off more than he could chew in a battle with a rival house.

Unfortunately being a younger son with little support or allies, he's been relegated to freelancing for spacer clans.  But he's got a mean streak a mile-wide and has every intention of taking the Lordship from his elder brother even if he has to kill half of the house to get to it.


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Re: Darkness Between the Stars

Post by drakensis on Tue Oct 21, 2014 3:25 am

Psyckosama wrote:Well, I was hoping you would use your previous character or roll for your race (I technically made the last roll so I wasn't exactly fair to hold you to it)... but this works.

I'll try and bring on a couple more players. Though your HP/FP/SAN? It's divided into 3 columns. So your HP/FP are actually 12/12/12 while your San is 5 columns of 21/21/21/21/21

Might sound like a lot but each column is a level of injury while each sanity column is a degree of madness.

And on another note... I tihnk I might have to reduce then umber od san points a bit...yeesh.

Also, Drac, you cannot have your speclization higher than the connected focus

Right now you have "knw 2 (History 1) (History/Myths and Legends 2)". History can't be lower than its child skill. My suggestion would be to simply take two points in history.

Also pra 2 (Starships 2) (Starships/Navigation 2)

Asto-navigation would be a knowledge skill. Piloting would be a coordination skill. Practical is more for stuff like repair or crafting. Hands on skills. Astronav is mostly complex maths.

My suggestion would be knw 2, (Astronomy 2) (Astronavigation 2)
Ah, well since you didn't mention what the consequence of the roll was I went ahead. It wasn't said what that was going to dictate about the character.

I'll alter the skills.

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Re: Darkness Between the Stars

Post by Psyckosama on Tue Oct 21, 2014 3:31 am

drakensis wrote:Ah, well since you didn't mention what the consequence of the roll was I went ahead. It wasn't said what that was going to dictate about the character.

I'll alter the skills.

You would have ended up with a female warlord. Sorry about the misunderstanding.

Though riv suggested allowing a single dice swap. You can have the one you rolled, keep this one, or run the character from the original.

First roll is gender, second is race, third is relative starting wealth level.

And do you use steam or skype so I can contact you?

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Re: Darkness Between the Stars

Post by drakensis on Tue Oct 21, 2014 12:02 pm

I've got skype but I don't generally leave it logged in. I'll be logged in this evening.

I don't recall much regarding the previous character.

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Re: Darkness Between the Stars

Post by Psyckosama on Tue Oct 21, 2014 12:40 pm

drakensis wrote:I've got skype but I don't generally leave it logged in. I'll be logged in this evening.

I don't recall much regarding the previous character.

http://forums.spacebattles.com/threads/between-the-darkness-of-the-stars-a-brob.168763/

Female spacer, independent ship captain.

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Re: Darkness Between the Stars

Post by Psyckosama on Tue Oct 21, 2014 9:53 pm

I kinda need your skype name

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Re: Darkness Between the Stars

Post by drakensis on Wed Oct 22, 2014 3:55 am

Psyckosama wrote:I kinda need your skype name
drakensis

Although as Rieverre found out last night I can completely miss a message there. (Sorry Rie. I was distracted playing Dresden Files)

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Re: Darkness Between the Stars

Post by Psyckosama on Fri Oct 31, 2014 7:59 am

This is still active, just looking for more people before I start.

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Re: Darkness Between the Stars

Post by ggt102 on Sun Nov 23, 2014 12:12 am

Is this still active?

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Re: Darkness Between the Stars

Post by Rieverre on Sun Nov 23, 2014 7:54 am

Think so. Poke at Psy a bit and he should show up. After he's awake anyway.
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Re: Darkness Between the Stars

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