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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.
  
[https://forum.rpg.net/showthread.php?698159-Stars-Without-Number-Back-in-Black IC] | [http://forum.rpg.net/showthread.php?709157-Stars-Without-Number-Volume-II-Welcome-to-the-Jungle IC II] | [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space IC III] | [http://forum.rpg.net/showthread.php?735466-Stars-Without-Number-Volume-IV-Back-in-the-Saddle-Again IC IV]
 
 
[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black OOC] | [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity OOC II] | [http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope OOC III] | [http://forum.rpg.net/showthread.php?734598-Stars-Without-Number-Volume-IV-Big-Trouble-on-Planet-Pleasantville OOC IV]
 
 
[http://forum.rpg.net/showthread.php?697172-Stars-Without-Number-Back-in-Black Recruitment]
 
  
 
== Adventurers ==
 
== Adventurers ==
  
[[Carlos Danger]] AC 0, 43/43
+
[[Carlos Danger]] AC 0, 36/36
  
[[Dr. Eris Delan]] AC 0 (or 2 or 7), HP: 28/33, PP: 28/28
+
[[Jackson "Six" Hitt]] AC 0, 23/23
  
[[Orlando Hermanez Ruis]] AC 0 (or 3), 42/42
+
[[Reynard Marko]] AC 2, 35/35
  
[[Yevgeny Kerchenko]] AC 0 (or 6), HP: 51/51
+
[[Stargazer Darque]] AC 0, 32/32
  
[[Graham Parker]]
+
[[Dr. Eris Delan]] AC 1 (or 6), HP: 19/19, PP: 25/25
  
 
[[Rook]]
 
[[Rook]]
  
Crew NPCs
+
Current tally credits towards XP: 332,000 (through Sept 9th)
 
 
Lieutenant [[Banks]] AC 3, 19/19, salary of 3000 credits/month, assigned to Pilot's Station
 
 
 
Ensign [[Alejandro Huertas]] AC, HP 8/8, assigned to Decks Station (male, Acacian)
 
 
 
Spacer [[Francisco Illan]] AC , HP 6/6, assigned to Decks Station (male, Acacian)
 
 
 
Spacer [[Kiril Litvak]] AC, HP 6/6, assigned to Comms Station (male, Chowald)
 
 
 
Spacer [[Nina Pancorbo]] AC , HP 8/8, assigned to Gunnery Station (female, Acacian)
 
 
 
Spacer [[Arthur Davies]] AC , HP 6/6, assigned to Engineering Station (male, Kadakian) [deceased]
 
 
 
 
 
[[Back in Black Character Sheet]]
 
  
 
==Companions Lost and Killed==
 
==Companions Lost and Killed==
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[[Ivan Tarovic]]
 
[[Ivan Tarovic]]
 
[[Reynard Marko]]
 
 
[[Stargazer Darque]]
 
 
[[Preston Xavier Manchester III]]
 
 
[[Jackson "Six" Hitt]]
 
 
[[Tycho Vistain]]
 
  
 
== The Ship and Vehicles ==
 
== The Ship and Vehicles ==
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[[Happy Accident]]
 
[[Happy Accident]]
  
[[Far Scout]] - ''Trendsetter''
+
[[Far Scout]]
 
 
Crew Skills
 
{| class="wikitable"
 
|
 
|Yevgeny
 
|Graham
 
|Orlando
 
|Eris
 
|Danger
 
|Rook
 
|Banks
 
|-
 
|Captain: Cha or Wis/Leadership
 
| 0
 
| 0
 
| -1
 
| 0
 
| 2
 
| -1
 
| -1
 
|-
 
|Captain: Cha or Wis/Tactics
 
| 2
 
| 0
 
| -1
 
| 0
 
| 2
 
| -1
 
| -1
 
|-
 
|Pilot: Int/Dex/Veh-Space
 
| 0
 
| 0
 
| 4
 
| -1
 
| 0
 
| 3
 
| 1
 
|-
 
|Comm: Int/Computer
 
| 1
 
| 4
 
| 1
 
| -1
 
| -1
 
| 3
 
| 0
 
|-
 
|Boatswain: Wis/Spacer
 
| -1
 
| 0
 
| 0
 
| 2
 
| -1
 
| 0
 
| 0
 
|-
 
|Gunnery: Int/Gunnery
 
| 4
 
| 0
 
| 3
 
| -1
 
| 1
 
| 2
 
| 2
 
|-
 
|Engineer: Int/Tech-Astro
 
| 0
 
| 1
 
| 3
 
| -1
 
| 0
 
| 4
 
| 1
 
|}
 
  
 
==Loot and Salvage / Cargo Hold==  
 
==Loot and Salvage / Cargo Hold==  
*Lucky Break Cargo Bay 60 tons max / 60 tons available
+
*'''Cargo Bay 100 tons max/93 tons available'''
*Trendsetter Cargo Bay 80 tons max / 80 tons available
+
*[[Happy Accident]] 5 tons
**[[Happy Accident]] (5 tons)
+
*Ushan art objects (4000 credits)
 +
*Ushan super glowbugs (12 in number)
  
 
==Custom/Unique Items==
 
==Custom/Unique Items==
*[[The Doomstaff]] (taken away by Reynard, no longer available for team use).
+
*[[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)
*Captain's Cutlass sword. +2 to hit, base 2d6+2 damage, glows, and doesn't seem to require recharging. It also ignores the armor rating of objects which are not immune to non-gunnery scale weapons. It further has a kind of "jet" function, which isn't strong enough to deal damage or be of use in an environment with gravity, but would let you navigate zero-g environments without something to push off from. (wielded by Carlos)
 
*A limited nanofabricator, low TL5. It can produce, given the base elements required, pretty much any TL3 or lower object that will fit within a one-meter cube. It's bulky and takes a lot of power, but it's manageable. It can reproduce some, but not all, TL4 objects. Essentially anything that requires power or fine mechanisms to function, or highly chemically complex medicines. It can make things like TL4 rope and backpacks, armored undersuits and combat field uniforms, etc. You could make monoblades with it, but not mag or laser weapons. It takes a few hours to complete a cycle. The Church apparently never used it, being afraid they'd break it. They did use it to make nuclear warheads.
 
*The Tome is a big book with a pre-scream wikipedia in it. It has lots and lots of information, is nearly indestructible, self-powered, with audio and visual capabilities. It has an expert system to help navigate it, but not a true AI.
 
*[[Field Emitter Panoply]] (worn by Eris)
 
*Grav Harness
 
*Vortex Cannon
 
  
 
==Slush Fund & Assets==
 
==Slush Fund & Assets==
  
*380,000 credits in the [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=18008963#post18008963 slush fund] | [http://forum.rpg.net/newreply.php?do=postreply&t=717974 AE shares]
+
*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
* Auspicious Enterprises, Corporate HQ 10 on Thalassa
+
*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)]
*[https://docs.google.com/drawings/d/1LRl43tJ6pnLC2jXyWczYZwV6Zkbj98YQ-rEAwGuyudI/edit Map of Village Glattfelden battle], [http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18115321#post18115321 OOC post of battle rules]
 
  
 
==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
* [[The "Grad" Students]], actually highly paid professionals on Thalassa
 
*[[Ekaterina]], princess of Acacia on Thalassa, now on Abaddon at The Black House
 
* Mad King Zakhar of Acacia
 
---
 
* [[How to Train Your NPCs]]
 
  
 
== 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.
  
==== Spacer Equipment ====
 
 
[[Spacer's Package]] body modification
 
  
 
=== 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.
 
==== Chittik Vessels ====
 
 
[[Chittik Troops]]
 
 
[[Chittik Spacecraft]]
 
 
[http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17908385#post17908385 Eris Delan research into Chittik Vessels] (outdated, for historical reference only)
 
 
==== Chittik Interrogation on Thalassa ====
 
 
[http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142323#post18142323 Jackson ship/computer survey]
 
 
[http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142452#post18142452 Eris psychic interrogation]
 
  
 
=== Common Starship Models ===
 
=== Common Starship Models ===
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*[[Nyx Cluster]] 04.04
 
*[[Golden Empire]] 04.02
 
*[[Wolf -- SWN]] 05.04
 
*[[Anumati]] 03.04
 
*[[Abaddon]] 05.03
 
*[[Corsica]] 03.02
 
*[[Inari]] 02.05
 
*[[The Reef]] 04.03
 
*[[Sisters]] 03.05
 
*[[Towers]] 07.04
 
*[[Blue Heaven]] 06.05
 
*[[Gabriel -- SWN]] 06.03
 
*[[Tenebrous -- SWN]] 06.06
 
  
 
=== 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: 4
+
*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 anagathics, and their Dethanatonic clinic is capable of actually reversing the aging process (at phenomenal expense in some combination of money and favors.)
+
*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: 28M TL1, 2M TL2.
+
*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.
  
Line 485: Line 338:
 
*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: 2B
+
*Population: 1B
 
*Languages: Wolf Dialect, Russian, English
 
*Languages: Wolf Dialect, Russian, English
*Technology: 1.5 TL3, .5B TL4, Prometheus project due to end in two years, specialty is heavy industry.
+
*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: .6B TL4, .4B TL3. Specialty is personal electronics and cybernetics.
+
*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. For your group, adjusted down to 3.
+
*Friction: 5
 
*Notes: ???
 
*Notes: ???
  
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*Population: 500M
 
*Population: 500M
 
*Languages: French, Spanish Dialect
 
*Languages: French, Spanish Dialect
*Technology: .5B TL3  
+
*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: 98M TL3, 2M TL4.
+
*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: 3
+
*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.   
Line 622: Line 475:
 
*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: 20M
+
*Population: 100M
 
*Languages: English plus others
 
*Languages: English plus others
 
*Technology: TL4
 
*Technology: TL4
Line 633: Line 486:
 
*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.
 +
  
 
=== Sisters ===
 
=== Sisters ===
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*Population: 2B
 
*Population: 2B
 
*Languages: Russian
 
*Languages: Russian
*Technology: .5B TL3, 1.5B TL4,  
+
*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.
  
Line 699: Line 553:
 
*Population: 50M
 
*Population: 50M
 
*Languages: English, Mandarin
 
*Languages: English, Mandarin
*Technology: 24M TL1, 26M TL2. Prometheus Project is at 1M per year.
+
*Technology: 25M TL1, 25M TL2. Prometheus Project begins this year.
 
*Fleets: 4 non-militarized shuttles, 1st Generation.
 
*Fleets: 4 non-militarized shuttles, 1st Generation.
  
Line 740: Line 594:
  
 
'''Trade'''
 
'''Trade'''
*Supply & Demand: -2 Agricultural, -1 Livestock, +1 Tools, +2 Postech
+
*Supply & Demand: -2 Luxury, -1 Agricultural, +1 Postech, +2 Military.
*Goods: 1. Clothing 2. Drugs, Raw Materials 3. Livestock, Common 4. Metal Ingots, Common, 5. Metal Ingots, Rare Alloys 6. Metawheat 7. Native Artwork 8. Tools, Basic Hand Tools 9. Housewares, Basic 10. Pretech Junk.
 
*Friction: 2
 
  
 
=== 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]
  
== Malediction Sector ==
+
== Survey Claim Map & Notes ==
 +
*[[Oneiros Beta]]
  
 
=== Guild of Cartographers Map ===
 
=== Guild of Cartographers Map ===
  
 
[[File:Sector claim map.jpg]]
 
[[File:Sector claim map.jpg]]
 +
  
 
=== Revised Sector Map ===
 
=== Revised Sector Map ===
Line 767: Line 621:
 
[[File:Revised_System_List.jpg]]
 
[[File:Revised_System_List.jpg]]
  
== List of Systems in Malediction sector ==
+
== Ulysses Upsilon ==
 
 
=== Hades 77 ===
 
 
 
;INITIAL SYSTEM SCAN
 
* Central body is a red dwarf star.
 
* Orbital I is a terrestrial planet, .5g. Remote scan indicates breathable quantities of oxygen. Temperatures are human-compatible over most of the planet's surface; cold weather gear advised. 2 moons, neither remarkable.
 
* Orbital II is a black body, minimal heat signature, 500km across. Mass signature indicative of a hollow artificial structure.
 
* Orbital III is a relatively conventional artificial space station less than 1km in its widest dimension. No power signatures detected.
 
* Orbital IV is a system of 2 dwarf planets and 4 small unremarkable moons. IVa is low gravity, no atmosphere. IVb shows unexplained gravitational fluctuations, CO2 atmosphere.
 
* Orbital V is a terrestrial world. High tectonic instability. Atmosphere is high in sodium, likely highly toxic and corrosive. Temperatures are too high for compatibility with human life. No moons.
 
* Orbital VI is a system of two terrestrial planets and 5 unremarkable moons. Both medium gravity and CO2 based atmosphere. VIa appears mostly rocky; VIb shows signs of substantial water and likely organic life.
 
* Orbital VII is a white dwarf star.
 
 
 
 
 
It looks like in the relatively recent (in astronomical terms) history, the red dwarf captured a much smaller white dwarf into its outer orbits. This has eaten the outer planetoids and the gas giants, and also scattered a few smaller rocks through the system, and generally played hell with everything. The binary planetary systems are probably a result of things getting thrown out of their normal orbit; same with the high number of large natural satellites. Orbital V is a total hellworld; probably a result of eating a broken-up moon or otherwise huge amount of meteor strikes within the last thousand years or so.
 
 
 
==== Orbital III ====
 
 
 
It's midnight ship's time when you reach the station. It's dead, as nearly as you can tell, and with your sensor package and Graham on sensors, you should know if it wasn't. The shielding is good enough that you can't get an in-depth picture of the interior, but if anything at all is still running on-board, it would have to be both low-power and deep in the interior.
 
 
 
The station itself is huge by the standards of modern construction, a fat disk slightly over 700 meters across, and two hundred meters through the center. It must have been one of the greatest construction projects in the history of whatever world built it, because the quality of engineering and hull material is otherwise less than the current state of the art in Nyx and the Reef. There are eight internal frigate bays evenly spaced around the edge of the disk, all currently sealed. The remains of heavy weapons pods on the central dorsal and ventral areas says that this was a military installation of some kind, or at least militarized. Something wrecked them pretty thoroughly, though.
 
 
 
The killing blow is obvious, even from a safe-ish distance of a thousand kilometers away. Something punched clean through the center - in the ventral side and out the dorsal, at a slight pitch so the entry and exit holes are on opposite sides of the central axis. The hole is a good fifteen meters wide, and you're glad that whatever made it must have happened centuries ago, because you wouldn't want to meet it. There are other pits and scars across the surface of the station, but nothing that should have been terminal on its own.
 
 
 
You arbitrarily designate four of the frigate bays as the cardinal directions of North, South, East, and West for easier description of the base.
 
 
 
=== Oneiros Beta ===
 
 
 
Oneiros Beta - Outer System
 
December 26th - 1100 Universal Clock Time
 
The Lucky Break
 
 
 
The initial system scan takes about two hours. From what you can tell, there really isn't much in the outer part of the system. The various orbital bodies are all
 
fairly close in.
 
 
 
The outermost object you can pick up is a gaseous planet, but not really all that large. Your sensors indicate it's mostly nitrogen, and probably has a gravity
 
close to 1G.
 
 
 
In from that, and not very far out from the edges of where the nebula gets really dense, there's a terrestrial planet of roughly Earth-equivalent mass. You're even detecting an oxygen atmosphere. You suspect it's habitable, but it's also going to be very cold. You're going to want to wear a vacc suit or other cold weather gear, even if the atmosphere is breathable.
 
 
 
The next thing in from that is a massive field of ice asteroids ringing the very edge of the nebula. You'd guess that at least one truly enormous gas giant or multiple ice worlds had to be ripped apart to produce enough free mass for that. You shouldn't have trouble navigating it, but it is pretty big and there's some huge chunks of ice in there.
 
 
 
Rook spends a fair amount of time on the computer before completing her report. "I've located five additional planets inside the nebula. I'm working from raw gravity signatures, though, so I can't get much more information on them than their location and rough mass. No details on their composition or nature will be available without a closer look."
 
 
 
"From the closest to the binary outward, we have: One small world, a second small one, one that is very large and...quite high density, I'd say terrestrial, one that is roughly earth-equivalent, and a third small one. Next out from that is the ice field."
 
 
 
==== 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.
 
 
 
=== Ulysses Upsilon ===
 
  
 
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.
Line 834: Line 629:
 
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 ===
+
== 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.
Line 862: Line 657:
 
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 ====
+
=== 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.
Line 868: Line 663:
 
[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.
  
[http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17921455#post17921455 Link to post] with details on the comparative military strength of the countries.
+
=== Thalassa exchange rates ===
 
 
[http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17933465#post17933465 Link to post] with details on unique Thalassan item: Bone-Jewel.
 
 
 
[http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17932979#post17932979 Link to post] with details on the Thalassan graduate students.
 
 
 
Students with space flight experience:
 
*Inigo - 1 flight
 
*Amari - 1 flight
 
 
 
==== Thalassa exchange rates ====
 
  
 
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."
Line 890: Line 675:
 
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 ====
+
=== 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.
  
==== Thalassan Defense Force ====
+
=== Black House contract re: Oneiros Beta ===
  
[http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18127005#post18127005 Three Scarab-class frigates]
+
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.
  
==== Thalassan national militaries ====
+
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.)
  
[http://forum.rpg.net/showthread.php?734598-Stars-Without-Number-Volume-IV-Big-Trouble-on-Planet-Pleasantville&p=18241645#post18241645 Thalassan national militaries]
+
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.
  
==== Duchy of Dreswen ====
+
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.
  
Sector 16.32 and the six immediately surrounding hexes. [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18137671#post18137671 Queen Valentin's grant], [http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18142710#post18142710 further delineation of the Duchy]
+
(*) 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.
  
==== Nuclear Inhibition Field Projector (NIFP) distribution ====
+
=== Our company on Thalassa ===
  
* 1 for our spaceport
+
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.
* 1 for the Holy City
 
* 2 for Kadak (one in capital city, other at their discretion)
 
* 2 for Chowald
 
* 1 for Jeriat
 
* 1 for Acacia
 
  
==== Thalassan Trade Goods ====
+
What you have in place with that holding:
  
* bone jewels (Compact, Mineral, Luxury, 1 unit = 1/10th ton, 25k credits base price)
+
*Ship Service Depot (3)
* [http://forum.rpg.net/showthread.php?734598-Stars-Without-Number-Volume-IV-Big-Trouble-on-Planet-Pleasantville&p=18273941#post18273941 Tlalix alcohol] (Fine Liqueur trade good)
+
*Bribery Ring, Minor (2)
 
+
*Market Access, Minor (2)
=== Auspicious Enterprises ===
+
*Production Center, Major (5)
 
+
*Total Holding Points: 12/12.
====Real Estate====
 
*Corporate Headquarters in New Augusta.  This concrete structure is a level 5 corporate headquarters. [http://www.galinsky.com/buildings/dallascityhall/dallascityhall2.jpg]
 
*The Sawmill.  The original headquarters have been turned into a corporate retreat and spa.
 
*The Spaceport.
 
 
 
You have a level 5 (upgrade) 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.
 
 
 
*What you have in place with that holding:
 
 
 
**Ship Service Depot (3)
 
**Corp Security, Major (6)
 
**Production Center, Minor (Bone Jewels) (2)
 
**Prometheus Project, TL3 (2)
 
**Production Center, Major (concrete) (5)
 
**Production Center, Minor (electronics) (2)
 
**Production Center, Minor (Carbon Fiber)  (2)
 
**Minion School: (3)
 
 
 
**25/27 Holding Points.
 
  
 
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.
 
====Assets====
 
*Liquid Assets: 1.48 mil lucre.
 
*Material Assets:
 
**20 units of Fine Liquor: 2 tons
 
**10 units of fine, handmade clothing: 10 tons (This is like normal clothing, but add the luxury tag and give it a base price of 5k.)
 
**20 units of native artwork. They've really given you the farm on this one. There's some pretty heavy stuff in here.
 
**They also intend to send along a pair of cultural experts/salesmen, who will be able to properly explain the provenance of the goods and assist in gaining a good price for them. 20 tons.
 
 
==== Prometheus Project ====
 
 
The Prometheus Project is self-supporting, and continues in effect every year so long as you keep the holding points devoted to it. The total number of people uplifted doubles each year. I think this in-game year (Year 1) you have about 20,000 people at TL3, and it will double next in-game year to 40,000. And on from there.
 
 
===Minion School===
 
*Two Scarab class frigates
 
*[http://forum.rpg.net/showthread.php?724403-Stars-Without-Number-Volume-III-Lost-in-Space&p=18174431#post18174431]237 rail guns
 
*40 students:
 
**20 Jerians
 
**10 Kadakians
 
**10 Church-folk
 
  
 
== House Rules ==
 
== House Rules ==
Line 989: Line 730:
 
*Telekinetic Sling
 
*Telekinetic Sling
 
*Thunder Gun
 
*Thunder Gun
 
===Year 2 Tech Advances===
 
 
New items that are now available at 5x base price:
 
*Shear Rifle (but lacks burst fire capability)
 
*Metafocal Grenade
 
*Vacc Skin
 
*Inertial Shunt Nodes, Gecko Gravity Anchors, Level Two Direct Interfaces (See Polychrome, these are available only on Anumati, and Anumati's cyberware discount does not apply.)
 
 
Now available to private purchases at 2x base price:
 
*Naval Courier (Skyward Steel)
 
*Bulk Freighter (I have special rules for these, inquire if necessary)
 
*Bannerjee Model 12 (Skyward Steel/Banerjee Construction Solutions)
 
*Peerless (Bannerjee Construction Solutions)
 
 
New Custom Ship Upgrades:
 
*Generation 4 Life Support System: This increases the base life support duration for a ship to 4 weeks (or one month) from two weeks. The cost is 20,000 credits x the maximum crew rating of the ship. It's a pure upgrade resulting from more advanced technology, and costs no mass or power. It does add to the total cost of the vessel for purposes of determining maintenance costs.
 
  
 
=== 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 after applying armor.
+
*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.
Line 1,037: Line 761:
 
*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 ====
+
=== 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.
Line 1,043: Line 767:
 
*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 ====
+
=== 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.
Line 1,123: Line 847:
 
*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.
  
===Minion School===
 
[http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18074555#post18074555 Minion School]
 
[http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18076402#post18076402 And more on NPCs]
 
  
 
===Custom Spaceships===
 
===Custom Spaceships===
Line 1,176: Line 897:
 
*Free Mass: 10
 
*Free Mass: 10
 
*Hardpoints: 2
 
*Hardpoints: 2
 
===Dungeon Search Rules ===
 
 
This is a megadungeon in terms of In-Character size, but I'm dividing it into abstract zones rather than actually mapping out kilometers of corridor. I hope to be a tad more sophisticated about it than I was with the Chittik asteroid base. Generally speaking, a "zone" might be the size of a neighborhood, a power plant, or a mall. Something like that. It's big enough to have an extended scene in a movie, maybe several interesting things to look at or treasure to find, a combat or two. Things like that. Zones are connected to specific other zones. You can map it by just drawing a circle for a zone and a line to any other zones it connects to. Do not concern yourself with macro-scale measurements; I'm not hiding secret rooms that you need to triangulate to find. If I start specifying distances, it's because weapon range or movement or simply picturing the terrain might require it, not because we're dropping into something where you need to search every three meters for a secret door.
 
 
 
This is going to be run in half-hour turns. It takes a half-hour to do a basic "chunk" of exploration of a zone, basically to do something substantial. Some zones might take more than one turn to search. I'll tell you when you're done and what you've found. Doing something like restoring power to a dead generator or hacking a computer or other big projects takes a turn. Wiping the dust off of a long-disused holoprojector doesn't. If there are specific pieces of scenery you want to examine, they may or may not take a turn to go over, it depends on what they are and what you're doing. Basically declare your actions and I'll post time-stamps.
 
 
 
Traveling from one zone to another takes a turn. So, budget a minimum of three turns for a zone. 1 turn to search it and get the layout, 1 turn to do anything interesting if you think of anything interesting to do, and 1 turn to move on to the next one. That's an hour and a half.
 
 
 
I'll post a time-stamp every time you advance a turn.
 
  
 
== Style Guide ==
 
== Style Guide ==
Line 1,195: Line 903:
  
 
*[[Back in Black: Style Guide]].
 
*[[Back in Black: Style Guide]].
*[http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18078156#post18078156 Intent vs Task]
+
 
  
 
== Thread Index ==
 
== Thread Index ==
Line 1,202: Line 910:
 
*[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]
 
==References==
 
 
=== Space Battles ===
 
 
[http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18108725#post18108725 A Note on Space Battles (featuring early rules for the Far Scout)]
 
 
[http://forum.rpg.net/showthread.php?734598-Stars-Without-Number-Volume-IV-Big-Trouble-on-Planet-Pleasantville&p=18345186#post18345186 Custom Battlestation Rules, p.1]
 
[http://forum.rpg.net/showthread.php?734598-Stars-Without-Number-Volume-IV-Big-Trouble-on-Planet-Pleasantville&p=18345281#post18345281 Custom Battlestation Rules, p.2]
 
 
Crew Points: 42 (Athletics 1 (Y/G), Combat/Gunnery 3 (Y), Computer 3 (G), Culture/Spacer 2 (E), Exosuit 1 (D/Y/G), Leadership 1 (D), Navigation 3 (R), Tech/Astronautics 2 (R/Rook), Tactics 2 (Y), Vehicle/Space 3 (R))
 
 
Our stations
 
*'''Captain:''' Danger
 
*'''[[Back-in-Black:Pilot|Pilot]]:''' Ruis, Crew Banks
 
*'''Comm Officer:''' Graham, Crew: Kiril Litvak
 
*'''Boatswain:''' Eris, Crew: Francisco Illan, Ensign Alejandro Huertas
 
*'''Gunnery Chief:''' Yevgeny, Crew: Nina Pancorbo
 
*'''Chief Engineer:''' Rook, Crew: Arthur Davies
 
 
=== Introducing New Characters ===
 
 
[http://forum.rpg.net/showthread.php?728999-Stars-Without-Number-Volume-III-Let-s-Kill-the-Pope&p=18154862#post18154862 Introducing New Characters]
 
 
=== Ship Science Lab ===
 
 
[http://forum.rpg.net/showthread.php?734598-Stars-Without-Number-Volume-IV-Big-Trouble-on-Planet-Pleasantville&p=18218057#post18218057 rules for ship's science lab]
 
 
 
== Outstanding Issues and Plot Threads by Character ==
 
 
*Danger
 
*Eris
 
**membership in The Masters
 
**membership in The Academe (Chittik psychology and physiology; Cybernetics and the brain and body)
 
*Ruis
 
**Report from Preston on Chittik/Other Alien sightings/information in Malediction
 
*Yevgeny
 
*Graham
 

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