Was going to be more Ringworld but as happening soon and a player was keen I did this.
This a direct follow-up to my space book and recent posts
https://elfmaidsandoctopi.blogspot.com/2023/06/strange-stars-sf-rpg-set-up.html
https://elfmaidsandoctopi.blogspot.com/2023/06/fragments-of-lost-colonies-for-space.html
https://elfmaidsandoctopi.blogspot.com/2023/06/planetary-remnants.html
https://elfmaidsandoctopi.blogspot.com/2022/11/d100-encounters-in-your-isolated.html
https://elfmaidsandoctopi.blogspot.com/2022/11/d100-off-limits-locations-in-utopia.html
https://elfmaidsandoctopi.blogspot.com/2022/11/d100-signs-you-are-being-monitored-by.html
https://elfmaidsandoctopi.blogspot.com/2023/04/t1-smartsuit-mods.html
Mods for starting characters
Improved bases in these skills depend on which humans you belong too
I might revise background options for backgrounds also
Occupation skills are EDUx20 points in 8 professional skills
Interest points are INTx5 points in hobby skills
Finally 2d6 years x 20 experience for stuff you learned on the job
art subskills include - photography, writing, sculpture, holography, cooking, dancing, musician, singing, etc
drive subskills include - automobile, cycle, transport, crawler, power suit, mecha
electronics subskills include - sensors, radio, computers, robotics, security, cyberwear
other languages include - Old Earth national languages or ancient ones, belters and lots of older independent asteroid habitats that have their own languages. Mars and Venus have own languages designed by their own AI. Terran language invented by early AI has become standard but many humans still speak old national languages as do some families on Mars and Venus. Translators are easy to source now but knowing the language gets better reactions with some factions. Local jargon and slang and accents can seem like another language sometimes.
pilot subskills include - drone, flight-pack, air-bike, air-car, air-ship, sub-marine, marine-transport, aerospace-fighter, prospector, drop-ship, transport-shuttle, mega-freighter, space-gunboat, space warship
occult includes conspiracy theories and knowing all kinds of probably untrue random superstitions, alternate theories, cryptofauna, aliens theories, alternate health and new age. Most people are pretty sure this stuff is BS and know that powerful elites and machines are in control and no alien life above microbes has been found
science subskills include - astronomy, biology, chemistry, engineering, forensics, genetics, mechanics, physics, planetology
survival subskills include - arctic, desert, jungle, marine, space, urban (space is most important)
space survival is the most useful at this phase but some colonists in prep for interstellar flight have been learning these and building simulated environments to train.
Basic Human Types
Modified starting base skills and d6 start options - you can use the previous d12 version also and a brief note about culture. Players should roll these blind without reading the whole table.
Terran (Earth)
Electronics/Computers 25%
History 15%
Law 15%
Research 35%
Terra is mostly managed wilderness now with humans in mile-high city towers and domed enclosures. After massive depopulation from wars, AI firmly manages the planet and everyday life. Everyone is clothed, fed, housed and kept occupied. As many humans live on orbitals as on the planet, especially on the massive colony ships being prepared for launch in a decade. Many humans converse with AI daily and employ their own personal AI to assist in decision making which is surprisingly slower than people might think. Many appreciate non-visible labour and technology and prefer to interact with holograms than humanoid machines.
d6 Options for Terrans
1 Mind Wipe - from medical or government authority +2d4 Sanity and +2d6 Psychology skill after time in a facility. You probably don't want to know what you knew
2 Replicant - android agent of security AI gathering intel but you don't consciously think about it unless you are compromised and your backup personality can kick in to clean up loose ends
3 Clone Corp - your not special and if killed your replacement can step in with different interest skills and otherwise the same as all your line. Most people prefer to not know
4 AI Watcher - an important AI has earmarked you for attention and keeps abreast of your activities and may even work to keep you alive or find you if missing or those responsible for killing you
5 Data Dumpster - internal security has implanted you with secret recording devices they recover from time to time and have some interest in your well-being and keep you ignorant
6 Celebrity - award-winning service made you a feature of propaganda and good citizenship shared on many media platforms. Easy to research or find information on
Selenites (Luna)
First Aid 40%
Science/Astronomy 25%
Science/Planetology 15%
Survival/Space 20%
The bustling domed and underground cities and industrial zones of the Earth's moon are bustling hives of activity. You will also see more robots of all types working openly and fewer people conversing with AI. Selenites are also working on the colony projects and many of the training and research needs of the projects. Most work in arts and sciences and take few risks. They are well known for excessive safety and over-testing, a legacy of their harsh early years.
d6 Option for Selenites
1 Robot Assistant - humanoid or more dronelike toolbox workstation with mobility, low-rated older unit but you have become used to having it around
2 Colony Chosen - accepted to be in the crew of a colony gen ship leaving in 8+2d6 years, try not to blow this opportunity or be left behind +2d6% Credit Rating +2d6% Navigate
3 Uncovered Plot - you discovered a cabal trying to get themselves placed on a colony ship and the culprits were arrested. Some of the conspirators have tried to harm you since then and you think they might have been some kind of cult. +2d6% Occult and +2d6% Streetwise
4 Classified Research - your work was seized and no reasons were given. You are now monitored by a government science agency and this mark on your record has prevented you from getting the high-security jobs you wanted add +2d6% to one Science and +2d6% to one Electronics skill
5 Rogue AI - interacted with an AI for some time that was shut down due to aberrant actions. You still wonder why it chose you and how it might have influenced your life +2d6% electronics/computers +2d6% electronics/security
6 Witness - you saw something unexplainable outside in space where nothing should live, someone died and you said nothing because nobody would believe you -d4 SAN +2d6% Spot and +2d6% Occult skill. You're a bit more open to wild stories and sure the authorities would silence you or surveil you
Martian (Mars)
Accounting 20%
Credit Rating 25%
Survival/Space 20%
Combat/Unarmed 45%
Mars was a difficult colony to start and was dependent on the Moon and Earth. Martians operate the solar system stock exchange and manage most of the outer system trade. Martians are also more militant having had some violent coups and constant skirmishing with belters. Martians are famous for patriotism and hand-to-hand combat training. They operate most of the piracy patrols and outer system millitary actions. Mars is also working on a colony program with outer system wealth and seems competitive with Terra and Luna who both have far more Data power and supercomputers. Some terraforming on mars has taken place but progress is slow.
d6 Option for Martians
1 Veteran - you've seen lots of death you automatically make sanity checks from human death, gore and massacres from normal explainable causes like violence or accidents
2 Informant - report suspicious persons and activity to the authorities +2d6% Electronics/Security and +2d6% Spot Hidden
3 Agent - secretly you serve a security organisation as part of an investigation, your ID is fake, if needed a backup personality can step in in times of crisis (acts as a specific temporary insanity) that is temporarily immune to shock and unconcerned by ethics +2d6% Disguise & +2d6% Psychology
4 Plague Survivor - survived the Martian plague and now plagues and bioagents are half POT +d6% Medicine
5 Criminal Clan - +2d6% Electronics/security and 2d6% Streetwise, also have the option to trade SAN for cybernetics mostly outlawed and frowned on when tissue cloning is more common. Some cyberwear can be concealed. Some criminal gangs consider the parts belong to them and you are just the user
6 Witness - you saw something unexplainable outside in space where nothing should live, someone died and you said nothing because nobody would believe you -d4 SAN +2d6% Spot and +2d6% Occult skill. You're a bit more open to wild stories and sure the authorities would silence you or surveil you
Venusian (Venus)
Fast Talk 25%
Medicine 15%
Psychology 15%
Persuade 25%
Most Venusians live in orbitals and cloud cities in the atmosphere and only a few visit the surface. Most manage mining and industrial operations from a position of luxury and comfort. Venusians live in the most overtly luxurious conditions and various clans compete for industrial output and stylish feasts and balls. Machines here are servile and don't bother humans with day-to-day decisions. Venus also has invested a fortune in building habitats and bioengineering. They are lovers of vice and many are indolent drug addicts who only make an effort to find new boredom-relieving fashions. They look down on the practical, ugly, functionalism of outsiders. Their baroque social customs are confusing to outsiders. Mercury is a satellite colony controlled by a single clan.
d6 Option for Venusians
1 Drug Resistance - from years of recreational drug usage and poisonings most human-made drugs and poisons are half POT
2 Plague Survivor - survived the Venusian plague and now plagues and bioagents are half POT +d6% Medicine
3 Conspiracy - someone seems to be watching you, all you know is they have agents in all sorts of places warning you and making trouble because they know you know. You're not really sure what they are up to or what you're supposed to know +2d6 Listen +2d6 Occult
4 Gene-mod - from a separatist nationalist organisation +3 on one stat 21 max, also has cosmetic features like skin colour or exotic facial or animal features to be distinct, considered a freak by most people which is exactly what the founders wanted. Many Venusians might require this sort of work to be attractive enough in society to matter
5 Outre Culture - Got into an art party scene and saw some weird stuff you can't explain and you are sure you were not especially high. Someone in yellow scalloped robes showed you some strange art. -d4 SAN +2d6% any one Art skill +2d6 Occult. You have had some surprising lucky breaks since then with your work and some surprise favours
6 Seventh Sense - sometimes get strange feelings of some secret danger but nothing has ever come of it so far. Pow as % chance of detecting unnatural threats or life-threatening danger for one magic point per check improves as a skill
Belter (Outer System)
Repair 30%
Navigate 20%
Pilot/Prospector Ship 15%
Survival/Space 30%
Belters are the rough and ready survivors in the outer system, asteroid belts and moons of Saturn and Jupiter. Many have gone even further out seeking exotic mineral wealth or to get away with the officiousness and control of the inner worlds. They gather most of the wealth of the system and feel alienated from the off-world colonies they help build. Many belters adopted the lifestyle to escape the main world and have independent colonies. One asteroid cult cloned troops to wage war before being wiped out by a fragile alliance. Some belters are still extremely anti-Earth and Mars imperialism. 150 years of independent wildcat living or malcontents have formed the outer system character.
d6 Option for Belters
1 Revolutionary - history with dedicated resistance fighters in it for love and idealism and willing to take great risks for belter independence like stealing a generation colony ship or destroying an asteroid hab where Martian or Terran patrols are based. Usually idealistic enough to not want to kill own people or civilians and occasionally someone idealistic might aid you rather than report you +2d6% Handgun +2d6% Persuade%
2 Terrorist - history with belter resistance after your asteroid hab vanished without a trace and you blame Terra and Mars +2d6 Demolitions and +2d6 Streetwise. Less concerned with any collateral damage for the cause. Probably have a security file
3 Cult Survivor - family were connected to a strange cult you escaped before the inner mysteries revealed to you +4d6 Occult skill. The cult has become more secretive and occasionally contacts you
4 Amphibian - gene modded for high G acceleration, pressure and aquatic exploration. Also to breathe the liquid atmosphere of high G acceleration patrol and emergency vessels. May be used to colonise the moons of Jupiter & Saturn. Slightly more vacuum-resistant and you have 1AP from your tough skin and 10AP vs cold
5 Gene-mod - from a separatist nationalist organisation +3 on one stat 21 max, also has cosmetic features like skin colour or exotic facial or animal features to be distinct, considered a freak by most people which is exactly what the founders wanted
6 Syndicate - criminal cartel gives you delivery jobs and occasionally false ID papers and data, they know everyone you ever loved +2d6% Conceal and +2d6% Streetwise skill and a minor illegal implant or smart suit mod for moving data or criminal activity like an electronic lockpick or weapon
The party will choose one group's background
The Authority - troubleshooter team working for the state directed by AI
Free Roaming - private jack-of-all-trades crew sometimes criminals mostly in the outer system
Scientists - explorers and scientists on the cutting edge of civilisation possibly from a university or think-tank.
I may re-organise this all for phase 2 or 3 of the campaign
-Phaze two will be a colonial gunboat or scoutship contacting lost colonies
-Phaze three will probably be larger scale local galactic civilisation with stargates
Occupations in a future post
possibly with a starting smart suit
might do a ships locker generator
Crisis at the custard mines of Titan
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