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A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard. | A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard. | ||
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== Adventurers == | == Adventurers == | ||
− | [[Carlos Danger]] AC 0, | + | [[Carlos Danger]] AC 0, 36/36 |
− | [[ | + | [[Jackson "Six" Hitt]] AC 0, 23/23 |
− | [[ | + | [[Reynard Marko]] AC 2, 35/35 |
− | [[ | + | [[Stargazer Darque]] AC 0, 32/32 |
− | [[ | + | [[Dr. Eris Delan]] AC 1 (or 6), HP: 19/19, PP: 25/25 |
[[Rook]] | [[Rook]] | ||
− | + | Current tally credits towards XP: 332,000 (through Sept 9th) | |
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==Companions Lost and Killed== | ==Companions Lost and Killed== | ||
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[[Ivan Tarovic]] | [[Ivan Tarovic]] | ||
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== The Ship and Vehicles == | == The Ship and Vehicles == | ||
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[[Happy Accident]] | [[Happy Accident]] | ||
− | [[Far Scout]] | + | [[Far Scout]] |
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==Loot and Salvage / Cargo Hold== | ==Loot and Salvage / Cargo Hold== | ||
− | * | + | *'''Cargo Bay 100 tons max/93 tons available''' |
− | + | *[[Happy Accident]] 5 tons | |
− | + | *Ushan art objects (4000 credits) | |
+ | *Ushan super glowbugs (12 in number) | ||
==Custom/Unique Items== | ==Custom/Unique Items== | ||
− | *[[The Doomstaff]] | + | *[[The Doomstaff]] |
− | *Prince's Amulet (functions as Deflector Array, in Ship's Stores) | + | *Prince's Amulet (functions as Deflector Array, in Ship's Stores) (Stargazer wears when on planets that don't allow heavier armor) |
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==Slush Fund & Assets== | ==Slush Fund & Assets== | ||
− | * | + | *133,079 credits in the slush fund |
*Workshop installed in office space in Tenebrous station | *Workshop installed in office space in Tenebrous station | ||
*Secure work and living space at the Black House, and warehouse space at the Abaddon spaceport | *Secure work and living space at the Black House, and warehouse space at the Abaddon spaceport | ||
− | * | + | *Contract of [[6 Naval technicians]] (5000 Cr each signing bonus, 20000 Cr each escrow account) |
==Lifestyle Costs== | ==Lifestyle Costs== | ||
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*[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black&p=17542538#post17542538 Legend for Chittik Asteroid Base map] | *[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black&p=17542538#post17542538 Legend for Chittik Asteroid Base map] | ||
*[http://s213.photobucket.com/user/WyzardWhately/media/ThalassaDraft_zps305f2cf3.jpg.html?sort=3&o=0 Map of Tyson Strange continent (aka Thalassa)] | *[http://s213.photobucket.com/user/WyzardWhately/media/ThalassaDraft_zps305f2cf3.jpg.html?sort=3&o=0 Map of Tyson Strange continent (aka Thalassa)] | ||
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==Important NPCs== | ==Important NPCs== | ||
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*[[Dr. Kazaki Valhalla]], Academe contact | *[[Dr. Kazaki Valhalla]], Academe contact | ||
*[[Forest]], female "spook" in Nyx Cluster | *[[Forest]], female "spook" in Nyx Cluster | ||
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== The Setting == | == The Setting == | ||
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*Spacers consider it acceptable for crew members to be asked informally to segregate themselves from each other. | *Spacers consider it acceptable for crew members to be asked informally to segregate themselves from each other. | ||
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=== The Academe === | === The Academe === | ||
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The other civilization is toward the "east." They're actually a warlike alien civilization, at a low TL4. There's effectively a secret cold war going on, with both sides trying to puff up, seem stronger than they are, and show off their best tech. The average citizen in their civilization knows of the State's existence. The average citizen of the State is kept deliberately in the dark about their existence. They're code-named Jotun. | The other civilization is toward the "east." They're actually a warlike alien civilization, at a low TL4. There's effectively a secret cold war going on, with both sides trying to puff up, seem stronger than they are, and show off their best tech. The average citizen in their civilization knows of the State's existence. The average citizen of the State is kept deliberately in the dark about their existence. They're code-named Jotun. | ||
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=== Common Starship Models === | === Common Starship Models === | ||
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=== Nyx Cluster === | === Nyx Cluster === | ||
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*Goods: 1. Postech Housewares. 2. Postech Medical Supplies. 3. Small Arms, Energy. 4. Drugs, Recreational. 5. Parts, Postech Industry. 6. Parts, Starship Maintenance. 7. Tools, Medical Equipment. 8. Tools, Astronautic. 9. Tools, Industrial. 10. Clothing. | *Goods: 1. Postech Housewares. 2. Postech Medical Supplies. 3. Small Arms, Energy. 4. Drugs, Recreational. 5. Parts, Postech Industry. 6. Parts, Starship Maintenance. 7. Tools, Medical Equipment. 8. Tools, Astronautic. 9. Tools, Industrial. 10. Clothing. | ||
*Trouble: As per cosmopolitan worlds. | *Trouble: As per cosmopolitan worlds. | ||
− | *Friction: | + | *Friction: 3 |
− | *Notes: Pretech goods are nearly unavailable for purchase. The Nyx government will pay handsomely for recovered pretech artifacts. Nyx is the primary source of | + | *Notes: Pretech goods are nearly unavailable for purchase. The Nyx government will pay handsomely for recovered pretech artifacts. Nyx is the primary source of anti-agathics, and their Dethanatonic clinic is capable of actually reversing the aging process (at phenomenal expense in some combination of money and favors.) |
=== Golden Empire === | === Golden Empire === | ||
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*Population: 30M | *Population: 30M | ||
*Languages: Mandarin, English | *Languages: Mandarin, English | ||
− | *Technology: | + | *Technology: 29M TL1, 1M TL2. |
*Fleets: 1 Non-militarized shuttle. 1 Geosynchronous station with beanstalk that terminates near Imperial Capital, space-side customs controlled by the State. No NIFP protection, no extraplanetary facilities. | *Fleets: 1 Non-militarized shuttle. 1 Geosynchronous station with beanstalk that terminates near Imperial Capital, space-side customs controlled by the State. No NIFP protection, no extraplanetary facilities. | ||
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*Government: Scandinavian Social Welfare, Mix of Parliament & Direct Democracy, Vestigial Monarchy. | *Government: Scandinavian Social Welfare, Mix of Parliament & Direct Democracy, Vestigial Monarchy. | ||
*Laws & Restrictions: Personal weapons require licenses which are easily available. Armed ships are allowed on-planet at the discretion of the authorities. | *Laws & Restrictions: Personal weapons require licenses which are easily available. Armed ships are allowed on-planet at the discretion of the authorities. | ||
− | *Population: | + | *Population: 1B |
*Languages: Wolf Dialect, Russian, English | *Languages: Wolf Dialect, Russian, English | ||
− | *Technology: | + | *Technology: .75 TL3, .25B TL4, Prometheus project due to end in two years, specialty is heavy industry. |
*Fleets: 1 Militarized Cruiser, 2 Militarized Frigates, 5 Non-Militarized Frigates, 8 non-militarized shuttles, 8 fighters. 2 Beanstalk-equipped geosynchronous stations for full planetary defense, full NIFP protection. Numerous asteroid and other extraplanetary bases. Wolf has mostly 2nd-generation craft, but is beginning to manufacture 3rd-generation and configurable hulls. | *Fleets: 1 Militarized Cruiser, 2 Militarized Frigates, 5 Non-Militarized Frigates, 8 non-militarized shuttles, 8 fighters. 2 Beanstalk-equipped geosynchronous stations for full planetary defense, full NIFP protection. Numerous asteroid and other extraplanetary bases. Wolf has mostly 2nd-generation craft, but is beginning to manufacture 3rd-generation and configurable hulls. | ||
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*Population: 1B + 10M Merpeople. | *Population: 1B + 10M Merpeople. | ||
*Languages: Hindustani | *Languages: Hindustani | ||
− | *Technology: . | + | *Technology: .3B TL4, .7B TL3. Specialty is personal electronics and cybernetics. |
*Fleets: 2 Militarized Frigates (1st and 2nd Generation.) 10 Shuttles (1st & 2nd Generation), 8 Fighters (1st Generation.) No 3rd-generation craft. 2 Beanstalk-equipped geosynchronous stations (neither exceptionally good, but they have them), and full NIFP protection. | *Fleets: 2 Militarized Frigates (1st and 2nd Generation.) 10 Shuttles (1st & 2nd Generation), 8 Fighters (1st Generation.) No 3rd-generation craft. 2 Beanstalk-equipped geosynchronous stations (neither exceptionally good, but they have them), and full NIFP protection. | ||
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*Goods: ??? | *Goods: ??? | ||
*Trouble: ??? | *Trouble: ??? | ||
− | *Friction: 5 | + | *Friction: 5 |
*Notes: ??? | *Notes: ??? | ||
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*Population: 500M | *Population: 500M | ||
*Languages: French, Spanish Dialect | *Languages: French, Spanish Dialect | ||
− | *Technology: . | + | *Technology: 250M TL3, 250M TL2. |
*Fleets: 1 Non-Militarized Frigate (3rd Generation), 5 non-militarized shuttles (2nd Generation), 10 militarized fighters (1st Generation.) Full NIFP protection. A few extraplanetary facilities, but no real station. | *Fleets: 1 Non-Militarized Frigate (3rd Generation), 5 non-militarized shuttles (2nd Generation), 10 militarized fighters (1st Generation.) Full NIFP protection. A few extraplanetary facilities, but no real station. | ||
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*Population: 100M | *Population: 100M | ||
*Languages: Japanese | *Languages: Japanese | ||
− | *Technology: | + | *Technology: 99M TL3, 1M TL4. |
*Fleets: 5 non-militarized shuttles, 2nd Generation. Full NIFP Protection. No stations. | *Fleets: 5 non-militarized shuttles, 2nd Generation. Full NIFP Protection. No stations. | ||
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*Goods: 1. Laughing Buddha Hydroponic Farms. 2. Livestock, Gengineered. 3. Livestock, Luxury Pets. 4. Metawheat. 5. Native Artwork. 6. Fine Liquor. 7. Parts, Basic Industry. 8. Postech Building Material. 9. Clothing. 10. Tools, basic hand tools. | *Goods: 1. Laughing Buddha Hydroponic Farms. 2. Livestock, Gengineered. 3. Livestock, Luxury Pets. 4. Metawheat. 5. Native Artwork. 6. Fine Liquor. 7. Parts, Basic Industry. 8. Postech Building Material. 9. Clothing. 10. Tools, basic hand tools. | ||
*Trouble: As per agricultural world. | *Trouble: As per agricultural world. | ||
− | *Friction: | + | *Friction: 4 |
*Notes: The animals bred here are for byproducts only. They get really serious if people start selling animals for meat. | *Notes: The animals bred here are for byproducts only. They get really serious if people start selling animals for meat. | ||
**There is one TL4 good that Inari makes, and they make the best in the State. They can produce unparalleled hydroponics systems. | **There is one TL4 good that Inari makes, and they make the best in the State. They can produce unparalleled hydroponics systems. | ||
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*Government: Local Town-Hall Democracy plus system-wide Cybersynacy, effectively a client state of Nyx. | *Government: Local Town-Hall Democracy plus system-wide Cybersynacy, effectively a client state of Nyx. | ||
*Laws & Restrictions: Weapons are restricted to shipboard-appropriate. Strong physical security measures. | *Laws & Restrictions: Weapons are restricted to shipboard-appropriate. Strong physical security measures. | ||
− | *Population: | + | *Population: 100M |
*Languages: English plus others | *Languages: English plus others | ||
*Technology: TL4 | *Technology: TL4 | ||
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*Friction: 1/3 | *Friction: 1/3 | ||
*Notes: Purchases are exceptionally easy here. Sales are by-the-book difficulty without local contacts. | *Notes: Purchases are exceptionally easy here. Sales are by-the-book difficulty without local contacts. | ||
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=== Sisters === | === Sisters === | ||
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*Population: 2B | *Population: 2B | ||
*Languages: Russian | *Languages: Russian | ||
− | *Technology: | + | *Technology: 1B TL3, 1B TL4, |
*Fleets: 5 Militarized Frigates (1st and 2nd generation.) 10 Non-Militarized Shuttles. | *Fleets: 5 Militarized Frigates (1st and 2nd generation.) 10 Non-Militarized Shuttles. | ||
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*Population: 50M | *Population: 50M | ||
*Languages: English, Mandarin | *Languages: English, Mandarin | ||
− | *Technology: | + | *Technology: 25M TL1, 25M TL2. Prometheus Project begins this year. |
*Fleets: 4 non-militarized shuttles, 1st Generation. | *Fleets: 4 non-militarized shuttles, 1st Generation. | ||
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'''Trade''' | '''Trade''' | ||
− | *Supply & Demand: -2 | + | *Supply & Demand: -2 Luxury, -1 Agricultural, +1 Postech, +2 Military. |
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=== Unknown System === | === Unknown System === | ||
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Pre-scream, there was a Mandate mecha base in a system called Shadowfax. The known drill route started out in Sisters (03.05) and went two hexes directly south (03.07). The facility was on the third planet out from the sun. There are no drill charts for this route. [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17663582#post17663582 OOC2-125] | Pre-scream, there was a Mandate mecha base in a system called Shadowfax. The known drill route started out in Sisters (03.05) and went two hexes directly south (03.07). The facility was on the third planet out from the sun. There are no drill charts for this route. [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17663582#post17663582 OOC2-125] | ||
− | == | + | == Survey Claim Map & Notes == |
+ | *[[Oneiros Beta]] | ||
=== Guild of Cartographers Map === | === Guild of Cartographers Map === | ||
[[File:Sector claim map.jpg]] | [[File:Sector claim map.jpg]] | ||
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=== Revised Sector Map === | === Revised Sector Map === | ||
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[[File:Revised_System_List.jpg]] | [[File:Revised_System_List.jpg]] | ||
− | + | == Ulysses Upsilon == | |
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You find that Ulysses Upsilon has several rocky and icy planets, and one close-in asteroid belt less than an AU from the star. There are no gas giants. There is also one relatively terrestrial planet; you think that the atmosphere may have once been breathable. However, it's far out from its darkened star, and is now completely frozen. Drifts of crystallized oxygen now sit crusted over its surface. | You find that Ulysses Upsilon has several rocky and icy planets, and one close-in asteroid belt less than an AU from the star. There are no gas giants. There is also one relatively terrestrial planet; you think that the atmosphere may have once been breathable. However, it's far out from its darkened star, and is now completely frozen. Drifts of crystallized oxygen now sit crusted over its surface. | ||
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You are able to identify the sources of the radio signals as being ancient installations of some kind. The two asteroid bases were probably mining operations. The signal from the moon was almost certainly an orbital space station that has since crashed onto the surface, and somehow one of the beacons survived. You also identify some signs from the frozen world that there were habitats there, although since you aren't detecting any heat or energy, they are almost certainly long-dead. There's no way people could survive that kind of cold without a solid and sustainable technological base. You can be fairly certain you're the only living humans in this system. | You are able to identify the sources of the radio signals as being ancient installations of some kind. The two asteroid bases were probably mining operations. The signal from the moon was almost certainly an orbital space station that has since crashed onto the surface, and somehow one of the beacons survived. You also identify some signs from the frozen world that there were habitats there, although since you aren't detecting any heat or energy, they are almost certainly long-dead. There's no way people could survive that kind of cold without a solid and sustainable technological base. You can be fairly certain you're the only living humans in this system. | ||
− | + | == Tyson Strange == | |
0. The star is a yellow dwarf, very much like the Sol that Lost Terra orbited once upon a time. | 0. The star is a yellow dwarf, very much like the Sol that Lost Terra orbited once upon a time. | ||
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You can get 2d4x1000 tons of salvage...nice roll. There are 7,000 tons of salvage there. There is an even greater quantity of scrap, let's say ten times as much. Salvage is as per the rules I've given for salvage. Scrap is basically hull plating and stuff, it's equivalent to "Metal Ingots, Common" on the trade tables. (Notice that common metal ingots are 1,000 per unit, but they're Bulky, which means a unit is ten tons. Since salvage is 1d4x100 per ton, this means that the average load of salvage is worth 2.5 times the equivalent tonnage of scrap.) | You can get 2d4x1000 tons of salvage...nice roll. There are 7,000 tons of salvage there. There is an even greater quantity of scrap, let's say ten times as much. Salvage is as per the rules I've given for salvage. Scrap is basically hull plating and stuff, it's equivalent to "Metal Ingots, Common" on the trade tables. (Notice that common metal ingots are 1,000 per unit, but they're Bulky, which means a unit is ten tons. Since salvage is 1d4x100 per ton, this means that the average load of salvage is worth 2.5 times the equivalent tonnage of scrap.) | ||
− | + | === Details on Thalassa === | |
[http://forum.rpg.net/showthread.php?709157-Stars-Without-Number-Volume-II-Welcome-to-the-Jungle&p=17726111#post17726111 Link to post] describing the different countries on Thalassa's main continent. | [http://forum.rpg.net/showthread.php?709157-Stars-Without-Number-Volume-II-Welcome-to-the-Jungle&p=17726111#post17726111 Link to post] describing the different countries on Thalassa's main continent. | ||
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[http://forum.rpg.net/showthread.php?709157-Stars-Without-Number-Volume-II-Welcome-to-the-Jungle&p=17732844#post17732844 Link to post] with details on the Church. | [http://forum.rpg.net/showthread.php?709157-Stars-Without-Number-Volume-II-Welcome-to-the-Jungle&p=17732844#post17732844 Link to post] with details on the Church. | ||
− | + | === Thalassa exchange rates === | |
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For purposes of this campaign, we're going to say that one unit of Trade Metals breaks up into ten "coins," which might be a great big krugerrand, a couple little ones, a big gem, or a few smaller ones, etc. Saul is offering you 2,500 in local currency (Lucre) per unit of trade metals. You can alternately think of this as 250 lucre per "coin." | For purposes of this campaign, we're going to say that one unit of Trade Metals breaks up into ten "coins," which might be a great big krugerrand, a couple little ones, a big gem, or a few smaller ones, etc. Saul is offering you 2,500 in local currency (Lucre) per unit of trade metals. You can alternately think of this as 250 lucre per "coin." | ||
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He's guaranteeing you get clean local currency, and that it won't be traced back to you. | He's guaranteeing you get clean local currency, and that it won't be traced back to you. | ||
− | + | === Goods left on Thalassa === | |
*4 units industrial tools to build spaceport. | *4 units industrial tools to build spaceport. | ||
*40 tons of material/equipment needed to build spaceport. | *40 tons of material/equipment needed to build spaceport. | ||
− | === | + | === Black House contract re: Oneiros Beta === |
− | + | Within the next calendar year, the adventurers and the Black House will engage in a joint expedition to an alien colony that is within the bounds of the adventurers' sector claim map. In return for an introduction and guide services, and for the non-exclusive right to recruit psychic talent from the habitat (and with no other rights to economic exploitation), the Black House will provide the adventurers with a number of services. | |
− | + | One, transport for up to ten persons on the initial expedition, to and from, which may be expected to take at least three months. Two, an official report on any possibly-extant mecha facilities from the Mandate era, including any available navigation information. Three, up to two hundred hours of research by qualified researchers per year for the next five years (this means that you can ask for some grad students or a professor to find out about X topic, and they'll work on it. Results are likely to be dependent on a skill check by the NPC.) Four, secure work and living space at the Black House, and warehouse space at the spaceport, for the next ten years, with an option to renew for an additional ten year lease at 75% fair market value (FMV.) | |
− | + | The adventurers maintain rights to all salvage of Unconventional Technologies*, and are given a fee equal to 20% of the FMV of any such items removed from the habitat by the Black House or its agents, if they do obtain any items from the habitat or its inhabitants. | |
− | + | The contract is non-assignable and non-transferable. The expedition will begin from the Black House, and the adventurers are to send word through standard State courier services two weeks before they begin making their way to Abaddon to embark on their next expedition to Oneiros Beta. The adventurers are responsible for transporting any of their own chosen passengers (the technicians, essentially) to Abaddon, after which time they will become the responsibility of the Black House. | |
− | + | (*) This is an actual legal standard in the State. It includes basically anything that can't be reproduced and obtained on the market, so anything TL5 basically. | |
− | === | + | === Our company on Thalassa === |
− | + | You have a level 3 corporate headquarters, the central offices of which are referred to as "The Sawmill," although it's rather larger than the original sawmill now. You also have a lot of office space in Sommerset, and a some office space out at the spaceport, as well. Your factor is Saul, who is at +3 to Business, +2 to Culture/Criminal, and +2 to Steward. | |
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− | + | What you have in place with that holding: | |
− | + | *Ship Service Depot (3) | |
− | + | *Bribery Ring, Minor (2) | |
− | + | *Market Access, Minor (2) | |
− | + | *Production Center, Major (5) | |
− | + | *Total Holding Points: 12/12. | |
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This is at least self-supporting, and also gives you substantial local currency to play with. If you want to add more Holdings, you're going to need to upgrade your headquarters to Level 4 or higher. You estimate you could get as high as Level 5 before you were under untenable amounts of local scrutiny. | This is at least self-supporting, and also gives you substantial local currency to play with. If you want to add more Holdings, you're going to need to upgrade your headquarters to Level 4 or higher. You estimate you could get as high as Level 5 before you were under untenable amounts of local scrutiny. | ||
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== House Rules == | == House Rules == | ||
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*Telekinetic Sling | *Telekinetic Sling | ||
*Thunder Gun | *Thunder Gun | ||
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=== Weaponry === | === Weaponry === | ||
*Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower. | *Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower. | ||
− | *Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces. Note their very poor range. Additionally, they perform poorly against armor. When attacking any vehicle with an Armor rating, they deal only half damage. Damage is halved | + | *Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces. Note their very poor range. Additionally, they perform poorly against armor. When attacking an enemy with good armor (Combat Field Uniforms or better), or any vehicle with an Armor rating, they deal only half damage. Damage is halved before applying Armor. Armors of less than TL4 will not usually be able to resist Spike Throwers in this way. |
*Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact. They rip vacc suits like the Suit Ripper on page 35. They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed. | *Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact. They rip vacc suits like the Suit Ripper on page 35. They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed. | ||
− | *Mag pistols and mag rifles are the signature military technologies of humanity. They tend to mitigate the effects of cover. They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.) They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy. | + | *Mag pistols and mag rifles are the signature military technologies of humanity. They tend to mitigate the effects of cover. They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.) They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy. They will also blast neat holes through enemies; ''mag rifles or pistols are not limited to killing one enemy per shot when attacking a horde or swarm.'' |
*Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.) | *Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.) | ||
**Each Readied grenade takes up 1 encumbrance by itself. | **Each Readied grenade takes up 1 encumbrance by itself. | ||
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*5,000 credits for the flamethrower, 100 credits for additional fuel tanks. | *5,000 credits for the flamethrower, 100 credits for additional fuel tanks. | ||
− | + | === Melee & Ranged Weapons === | |
*Longarms are the weapon of choice for most large-scale infantry actions, but other weapons have their uses. Specifically, melee weapons have an advantage in melee combat. | *Longarms are the weapon of choice for most large-scale infantry actions, but other weapons have their uses. Specifically, melee weapons have an advantage in melee combat. | ||
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*Pistols can be fired into a melee safely if the pistol-wielder is part of the melee. They do not receive a penalty to hit, but melee-armed enemies will receive a +2 bonus to hit the pistol-wielder. | *Pistols can be fired into a melee safely if the pistol-wielder is part of the melee. They do not receive a penalty to hit, but melee-armed enemies will receive a +2 bonus to hit the pistol-wielder. | ||
− | + | === New Weapons === | |
*Some pistols are designed to be concealed. They will usually have less range and ammunition capacity, but in return can be hidden beneath normal clothing. Costs are the same as for the larger version. Some worlds allow open carry but not concealed carry; Culture/Traveler 0 and access to a planetary data network will be sufficient to forewarn PCs who think to ask the GM what the local weapon laws are. For double cost, these weapons will defeat TL3 security scans and can only be found with a pat-down search. Even then, the dedicated PC might find ways of hiding them. | *Some pistols are designed to be concealed. They will usually have less range and ammunition capacity, but in return can be hidden beneath normal clothing. Costs are the same as for the larger version. Some worlds allow open carry but not concealed carry; Culture/Traveler 0 and access to a planetary data network will be sufficient to forewarn PCs who think to ask the GM what the local weapon laws are. For double cost, these weapons will defeat TL3 security scans and can only be found with a pat-down search. Even then, the dedicated PC might find ways of hiding them. | ||
**Concealable Mag Pistols have a four round ammunition capacity and a range of 20/40. | **Concealable Mag Pistols have a four round ammunition capacity and a range of 20/40. | ||
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*I usually don't stack modifiers for supply and demand. Instead, I use the most specifically applicable modifier. | *I usually don't stack modifiers for supply and demand. Instead, I use the most specifically applicable modifier. | ||
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===Custom Spaceships=== | ===Custom Spaceships=== | ||
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*Free Mass: 10 | *Free Mass: 10 | ||
*Hardpoints: 2 | *Hardpoints: 2 | ||
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== Style Guide == | == Style Guide == | ||
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*[[Back in Black: Style Guide]]. | *[[Back in Black: Style Guide]]. | ||
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== Thread Index == | == Thread Index == | ||
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*[http://forum.rpg.net/showthread.php?698159-Stars-Without-Number-Back-in-Black IC Volume I] | *[http://forum.rpg.net/showthread.php?698159-Stars-Without-Number-Back-in-Black IC Volume I] | ||
*[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black OOC Volume I] | *[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black OOC Volume I] | ||
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