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Recruitment, initial discussion, setting and character design go into the [http://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation meta thread]. Systems can be fleshed out directly in the wiki as well.
 
Recruitment, initial discussion, setting and character design go into the [http://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation meta thread]. Systems can be fleshed out directly in the wiki as well.
  
[https://forum.rpg.net/showthread.php?821429-Diaspora-The-Great-Filter OOC] (for longer OOC posts)
+
OOC and IC posts go into one thread (TODO: link), please hide OOC in spoiler blocks (sblock).
[https://forum.rpg.net/showthread.php?821428-Diaspora-The-Great-Filter IC] (please hide short OOC such as rolls or comments in spoiler blocks)
 
  
 
===Web resources===
 
===Web resources===
 
[http://www.vsca.ca/Diaspora/diaspora-srd.html Diaspora SRD] - content is identical to my PDF core book, as far as I can tell
 
[http://www.vsca.ca/Diaspora/diaspora-srd.html Diaspora SRD] - content is identical to my PDF core book, as far as I can tell
  
We use the online dice roller [http://orokos.com/roll/c-Diaspora+-+The+Great+Filter orokos.com] with the campaign name "Diaspora - The Great Filter". That way, players can roll, see they fail, decide to spend a FATE point, and roll again in one post without requiring GM interaction to slow everything down. Just quote the roll result, the GM can check it in the campaign roll history if desired. Rolls must show up in the campaign history with some short, recognizable description, or they don't count.
+
We will use an online dice roller (to be agreed on). That way, players can roll, see they fail, decide to spend a FATE point, and roll again in one post without requiring GM interaction to slow everything down.
 +
TODO: link to dice roller
  
 
[http://fast-times.eldacur.com/StarGen/RunStarGen.html StarGen] - a nice realistic solar system generator
 
[http://fast-times.eldacur.com/StarGen/RunStarGen.html StarGen] - a nice realistic solar system generator
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Local rare-earth etc. resources have been exploited for most of Alku's recorded history and have run out thousands of years ago. System wide resources are also on the verge of running out, which prompted the research scramble toward other stars that resulted in the (re-)discovery of the slipstream, and following that, the connected systems of the cluster. Since then, several megacorps have entered trade agreements with other system entities, exchanging raw materials (or mining rights) for products and services (notably, maintenance of other systems' slipstream nodes).
 
Local rare-earth etc. resources have been exploited for most of Alku's recorded history and have run out thousands of years ago. System wide resources are also on the verge of running out, which prompted the research scramble toward other stars that resulted in the (re-)discovery of the slipstream, and following that, the connected systems of the cluster. Since then, several megacorps have entered trade agreements with other system entities, exchanging raw materials (or mining rights) for products and services (notably, maintenance of other systems' slipstream nodes).
 
A significant part of intra-system space travel has been the domain of the so-called clansfolk or spacefolk, families owning a space ship and living on it for generations. With the advent of slipstream technology most of these families have retrofitted their ships with slipstream drives and now travel the entirety of the cluster.
 
Relationship between various clans is very varied, from friendships and alliances to bitter rivalry, with feuds between families often outlasting their cause.
 
The corporations use their services to outsource the transport capacity they need either completely or in addition to corporate assets. Legally the clans are independent contractors in various states of dependencies of these corporations.
 
The clansfolk have always felt beyond the laws of Alku often engage in extralegal activities, mainly smuggling. This increased even further after the other systems were discovered as laws and restrictions varied wildly. Thus they usually interpret the laws as they see fit. Due to this and their nomadic lifestyle they are often looked down upon by the planetary population.
 
In turn the clansfolk usually pity those locked onto just one world and regard their lifestyle as superior.
 
  
 
* T 2: Slipstream capable ships. Exploitation of system starting to decline (what's needed isn't there, and what's there isn't needed all that much).
 
* T 2: Slipstream capable ships. Exploitation of system starting to decline (what's needed isn't there, and what's there isn't needed all that much).
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A pleasant, lush world envied by three barren sisters (home only to some research outposts), Eloquoy was a seemingly vibrant and competitive society back when the early days of space exploration turned into a corporate mad dash for the outer planets. All that changed eighteen years ago when the first ships from Alku made their appearance. Now the Eloquans are in an ever heightened frenzy to upgrade their ships, technology, influence, wealth … nearly everything imaginable as they come to recognize their proud, but not proud enough, status within the cluster.
 
A pleasant, lush world envied by three barren sisters (home only to some research outposts), Eloquoy was a seemingly vibrant and competitive society back when the early days of space exploration turned into a corporate mad dash for the outer planets. All that changed eighteen years ago when the first ships from Alku made their appearance. Now the Eloquans are in an ever heightened frenzy to upgrade their ships, technology, influence, wealth … nearly everything imaginable as they come to recognize their proud, but not proud enough, status within the cluster.
  
One thing they do have, an astronomically strategic position. With Kedesh becoming a rising technological competitor, and Gallimandry attracting many wealthy tourists and immigrants, Eloquoy quickly seized up on this opportunity to become the other systems' de-facto gateway. Landing berths, market places, hotels, and other traveling amenities quickly sprung up around The Commons … all available for a price.
+
One thing they do have, an astronomically strategic position. With “F” becoming a rising technological competitor, and Gallimandry attracting many wealthy tourists and immigrants, Eloquoy quickly seized up on this opportunity to become the other systems' de-facto gateway. Landing berths, market places, hotels, and other traveling amenities quickly sprung up around The Commons … all available for a price.
  
 
The Eloquans are a united culture with a strongly centralized government. This has led them to some stagnation in the past, and is slowly being challenged by the influx of transients introducing their own customs. Some of these outside “rituals” are frowned upon, but tolerated in the grander scheme of expanding their own power to the stars.
 
The Eloquans are a united culture with a strongly centralized government. This has led them to some stagnation in the past, and is slowly being challenged by the influx of transients introducing their own customs. Some of these outside “rituals” are frowned upon, but tolerated in the grander scheme of expanding their own power to the stars.
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* Aspect: “Toll, please”
 
* Aspect: “Toll, please”
  
====Kedesh====
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====Kadesh====
[[File:Diaspora-TheGreatFilter-Kedesh.PNG|border|1000px]]
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[[File:Diaspora-TheGreatFilter-Kadesh.PNG|border|1000px]]
  
''Editor's note: The history of Kedesh is poorly understood, so parts of it could just be legends.''
+
(work in progress by Jagreen Lern)
  
Kedesh is perhaps the first world in the cluster to have been colonized, with a history dating back at least 10,000 years (the exact amount of time is still a subject of controversy). At one point it was a rich and fertile world, home to a civilization at least T3 level, which explored and collected tribute from the other systems in the cluster. Eventually a cataclysmic war, thought to have been either a revolt by subject worlds or an invasion from outside the cluster, laid waste to the system, leaving all but one world uninhabitable. The survivors then isolated themselves from the rest of the cluster, while still maintaining a fairly advanced level of technology, until a series of devasting intercine wars destroyed what was left of civilization on the remaining world (by then known simply as Kedesh), bringing about a period of intense technological regression.
+
* T1: Exploiting the system
 
+
* E0: One garden world, maybe some rocks
Eventually, Kedesh was conquered by invaders from outside the system, believed by most modern scholars to have been exiles from ancient Alku. The invaders ruled for about a millenium, restoring technology such as fusion power and space flight to the system, before yet another devastating conflict, thought to have been both a native revolt and a civil war among the invaders, brought an end to their rule and caused an ecological catastrophe on the planet. The social and technological regression that followed was even more drastic, at one point bring Kedesh down the level of a T-3 world, with the inhabits of a handful of sealed arcologies being the only exception.
+
* R-2: Needs imports
 
+
* Aspect: (work in progress)
''Editor's note: This doesn't quite align with the cluster history as recorded by other planets: Alku did not develop slip drives until some 20 years ago, so the invaders a thousand years back couldn't have been from there. Alku historians also point to thousands of years worth of records from their libraries to back that claim. Their theory is that some Kedeshi splinter group must have survived in an arcology, the asteroid belt or on a now lost station in the outer system and reconquered their home planet. A genetic screening of the Kedeshi population has been proposed to seach for evidence of historic introduction of genetic variants usually associated with Alku, but the project has yet to come through due to the current slightly complicated political situation.''
+
* Aspect: (work in progress)
 
+
* Aspect: (work in progress)
The survivors were left to slowly crawl their way back up to modernity. Petty kingdoms ruled over the planet, and whatever advanced technology remained was so poorly understood that it became mired in superstition. Expeditions into the pre-cataclysmic ruins became the primary engine of technological recovery. These expeditions were frought with danger, and would often unearth dormant war-machines or hostile engineered lifeforms which would emerge to wreak havoc before having to be destroyed with some other ancient weapon, often at great cost. Eventually, various secretive societies emerged to study and managed to study and control the recovered technology, and what little scientific knowledge remained on Kedesh became a religious mystery for the initiated.
 
Kedesh had only managed to progress back to a T1 society a few decades before the slipstream travelers from Alku arrived. The technological societies had used their control over the planets industrial infrastructure to surpass the various kingdoms in political importance. With the arrival of the slipstream travelers, an alliance of some of the most powerful of these societies formed a united body known as the Restoration Council, which, with the aid of technology acquired from the off-worlders, was able to unify the planet for the first time in millenia. As it's crowning achievement, the Council was even able to subjugate the sealed arcologies, which had held out for millenia.
 
 
 
Modern Kedesh is still fractious. The control of the Restoration Council is only nominal in some areas, and the vast networks of ruins under the surface are still largely unknown. Ancient machines, un-contacted arcologies, and even exotic lifeforms may still be awaiting discovery deep underground. The Council is mainly focused on engagement with the rest of the cluster, hoping to acquire technology that it can use to solidify it's control over Kedesh. The various initiatory societies dominate society on Kedesh, although family ties still have some importance, particularly amongst those of aristocratic lineage. A multitude of nations still legally exist under the rule of the Restoration Council, most are monarchies of some kind, although many are controlled directly by technological guilds.
 
 
 
The biosphere of Kedesh is a legacy of its long and tumultuous history. Most of life on the planet has undergone genetic modification at one point or another, and a great deal of the animals are the descendants of species created by ancient humans. There are even myths of sapient non-human lifeforms created by an ancient empire of genetic engineers that existed shortly after the fall of the extra-stellar invaders millenia ago, although these lifeforms are likely long extinct if they ever existed in the first place. The planet has a warm climate, tending towards desert and jungle, and mammals are somewhat less dominant among the fauna, with large reptiles and avians being correspondingly more common.
 
 
 
* T1: This is the level of technology possessed by the Restoration Council. Many areas on Kedesh are on a lower level, and much more advanced technology may lay buried deep under the surface.
 
* E0: Only one inhabitable planet.
 
* R-2: Any easily accessible resources on Kedesh have long since been depleted, and exploitation of off-world resources has only begun very recently, making the system dependent on imports.
 
* Aspect: Secretive guilds control technology and dominate society.
 
* Aspect: Society is still fairly primitive compared to the level of technology.
 
* Aspect: Ancient secrets buried beneath the surface.
 
  
 
====Gallimandry====
 
====Gallimandry====
[[File:Diaspora-TheGreatFilter-Gallimandry.PNG|border|999px]]
+
[[File:Diaspora-TheGreatFilter-Gallimandry.PNG|border|1000px]]
  
 
Gallimandry is a cool orange star with five populated orbits: three inner barren rocky planets, an asteroid belt, and a massive super-Jovian (called "The Host" by the locals) with forty-one moons. One of these moons is a lush garden world, while several others appear to be promising locations for future colonies for those willing to undergo moderate hardship. Being [https://en.wikipedia.org/wiki/Habitability_of_natural_satellites tidally locked] to The Host, a day and night cycle comprises roughly ten earth day equivalents of light and dark, with occasional eclipses. The Host is prominently visible in the day and night skies if you're on the side facing it, or not at all otherwise.
 
Gallimandry is a cool orange star with five populated orbits: three inner barren rocky planets, an asteroid belt, and a massive super-Jovian (called "The Host" by the locals) with forty-one moons. One of these moons is a lush garden world, while several others appear to be promising locations for future colonies for those willing to undergo moderate hardship. Being [https://en.wikipedia.org/wiki/Habitability_of_natural_satellites tidally locked] to The Host, a day and night cycle comprises roughly ten earth day equivalents of light and dark, with occasional eclipses. The Host is prominently visible in the day and night skies if you're on the side facing it, or not at all otherwise.
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([https://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation&p=21502681#post21502681 design post], only summarizing the results here)
 
([https://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation&p=21502681#post21502681 design post], only summarizing the results here)
  
Project Origin's main vessel, accompanied by additional smaller ships on guard detail and for "quick" exploration runs, is a decommissioned Alku military transport named "Devon". Its primary capability is storage decks upon storage decks, now partly repurposed as living quarters, meeting rooms and labs, with the remainder crammed full of excavation equipment, inflatable geodesic domes and most anything else that is expected to be of use to the mission. Some more of its storage has been dedicated to extra reaction mass, effectively quadrupling its range over what is usual (habitable zone to slip stream node and back, a total of maybe 10 AU), enabling it to reach the outermost fringes of any of the systems and make it back to the habitable zone (or the slipstream nodes) with some fuel to spare. It can also act as a refueling station to its smaller guard ships.
+
Project Origin's main vessel, accompanied by additional ships on guard detail and for "quick" exploration runs, is a decommissioned Alku military transport named "Devon". Its primary capability is storage decks upon storage decks, now partly repurposed as living quarters, meeting rooms and labs, with the remainder crammed full of excavation equipment, inflatable geodesic domes and most anything else that is expected to be of use to the mission. Some more of its storage has been dedicated to extra reaction mass, effectively quadrupling its range over what is usual (habitable zone to slip stream node and back, a total of maybe 10 AU), enabling it to reach the outermost fringes of any of the systems and make it back to the habitable zone (or the slipstream nodes) with some fuel to spare.
  
 
The initially modest weapon systems have mostly been stripped. All that remains is a small beam weapons array to possibly deal with meteorite showers, a torpedo launcher for custom fit reconnaissance probes. The electronic warfare array remains almost in its original form to assist in any cryptography-related tasks.
 
The initially modest weapon systems have mostly been stripped. All that remains is a small beam weapons array to possibly deal with meteorite showers, a torpedo launcher for custom fit reconnaissance probes. The electronic warfare array remains almost in its original form to assist in any cryptography-related tasks.
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'''Stress tracks'''
 
'''Stress tracks'''
  Hull: [ ] [ ] [ ]
+
  Hull: [ ] [ ] [ ] + [ ] [ ]
 
  Data: [ ] [ ] [ ] + [ ]
 
  Data: [ ] [ ] [ ] + [ ]
 
  Heat: [ ] [ ] [ ]
 
  Heat: [ ] [ ] [ ]
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* Interface Vehicle
 
* Interface Vehicle
 
* [http://www.vsca.ca/Diaspora/diaspora-srd.html#moving-within-systems Extended Range] (x4 range, but cannot use Overburn)
 
* [http://www.vsca.ca/Diaspora/diaspora-srd.html#moving-within-systems Extended Range] (x4 range, but cannot use Overburn)
* Refuel accompanying smaller ships mid-flight, granting them Extended Range.
 
  
 
=Characters=
 
=Characters=
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==Player Characters==
 
==Player Characters==
When editing your character, please use the edit button next to their name, so the document can more reliably be merged on concurrent edits in different sections. If you want to post lengthy edits, please finish them up in a text editor first and then paste here. Feel free to link to detailed IC posts if you summarize something, we don't need the full IC detail here (but I feel having text instead of only links helps with legibility).
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When editing your character, please use the edit button next to their name, so the document can more reliably be merged on concurrent edits in different sections. If you want to post lengthy edits, please finish them up in a text editor first and then paste here. Feel free to link to detailed IC posts if you summarize something, we don't need the full IC detail here.
  
 
"Experience" in Diaspora means "change". Please keep your entries up to date (including fate points and stress tracks), as this page is the primary "character sheet".
 
"Experience" in Diaspora means "change". Please keep your entries up to date (including fate points and stress tracks), as this page is the primary "character sheet".
  
----
+
===Example PC===
 
+
''Please post characters according to the following template (after GM approval in the meta thread) - template can be deleted once a finished player character takes its place!''
===Sophie Strorm===
+
Story write-up here: Maybe summary of episodes visited during character creation, maybe continuing as the story progresses (although that will mostly be in the play thread)
Played by Felix
 
 
 
An (in)famous archaeologist from Tranquility, whose skills at finding ancient tech in dangerous situations are admired, and whose attitude that there are suspicious cover-ups and possibly extraterrestrial life out there is not. 
 
  
 
'''Aspects'''
 
'''Aspects'''
 
Growing up
 
Growing up
 
+
* Aspect 1
''Everyone was quite surprised when mother gave birth to twins, you and David. It wasn't until you went to university, the Tranquility Institute for Science and Civics, that you realized how rare multiple births were on this planet, and the low fertility rate. You're afraid it took you a bit too long to realize just how impolite it was to bring up these subjects, and your reputation never recovered. But you can't stop asking yourself why this happened -- could the people of Tranquility or any other world in the cluster really have caused this devastation, or was there something more?''
+
* Aspect 2
 
 
* The truth is out there.
 
* I (pretend I) don't give a damn about my bad reputation
 
 
 
 
Starting out
 
Starting out
 
+
* Aspect 3
''Once, like David, you wanted to be a scientific advisor to one of the great families. But of course that was quite out of the question. So your academic skills got put to use outside of the domes, finding areas of Tranquility that are more or less usable, recovering old fashioned goods that don't have the charm of modern things, but arguably bring some convenience, and making some other interesting finds. It's barely respectable, and hardly the safest profession, but it is lucrative. And, truth be told, you spent time searching for evidence of what made your world this way. Your argument that old observatories and laboratories contain helpful equipment is only part of the reason you scour their records.
+
* Aspect 4
 
 
And then you found '''it'''.''
 
 
 
* Things can be repurposed
 
* Discovery is worth the danger
 
 
 
 
Moment of crisis
 
Moment of crisis
 
+
* Aspect 5
'''''It''' looked like an old Kadeshian device, but given how long the area had been untouched, it shouldn't have been on Tranquility. This could be proof of something big -- such as an unknown power having had FTL technology before Alku. Of course, no one on Tranquility would listen to that theory; you had to get it off planet to get it examined. And you'd worked with a Kadeshian guild before, so you had some idea who could help with the analysis
+
* Aspect 6
 
 
Living on Tranquility, you forgot that other systems have monitoring devices everywhere. Someone must have seen you bring the device, and while you were consulting with Ningirsu, holding It, unpleasantness ensued. It's a good thing that you have a first aid kit, because minutes later you and he were hiding in an alcove your pursuers missed as they tried to find you, and you were taking out your medical kit to take care of the shrapnel in his leg.''
 
 
 
* The walls have ears
 
* You have to be prepared
 
 
 
 
Sidetracked
 
Sidetracked
 
+
* Aspect 7
''Even when fleeing an unknown enemy with an ally you’ve just met/been forced to team up with, you notice details. A ship not designed for passengers is willing to take you on. Alan runs away at the mention of a “warrant” rather than cooperating, before finding out if you’re the one authorities want. You may be in trouble with some Shadowy Conspiracy, but at least you’ve found a useful ally.
+
* Aspect 8
''
 
* Everybody’s got something to hide.
 
* Sometimes, you've just got to trust your colleagues
 
 
 
 
On your own
 
On your own
 
+
* Aspect 9
''You sit in your cabin on the Void Wanderer, sipping a pilsner (beer is quite popular on Tranquility, pretending it’s safe and easy to grow plentiful grain; even if you’re willing to acknowledge the truth, you still like it). Thinking back on what happened since you found It you feel you should be worried about your future, but instead, you feel invigorated. There is a coverup out there; the attack on you after your find proves that. You may have strained relations with your family, and forced to be discreet in your business dealings at home, but you were right. Things may not be safe, but you’re onto something big.
+
* Aspect 10
''
 
* It's wrong to gloat, but...
 
* A rush from danger
 
  
 
'''Fate Points'''
 
'''Fate Points'''
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'''Skills'''
 
'''Skills'''
 
Chosen from [http://www.vsca.ca/Diaspora/Diaspora%20Skill%20Sheet.pdf this list], unless specifically greenlit by GM
 
Chosen from [http://www.vsca.ca/Diaspora/Diaspora%20Skill%20Sheet.pdf this list], unless specifically greenlit by GM
# Agility, Arts, Assets, Intimidation, Medical
+
# Assets, Resolve, Science, MicroG, Slug Throwers
# Engineering, Charm, Science, Slugthrower
+
# Communications (space), Medical, Oratory, Brokerage
# Alertness, Culture/Tech (Alku, Kedesh, ?? in addition to Tranquility), Resolve
+
# Demolitions, EVA, Intimidation
# Repair, Survival
+
# Charm, Arts
# Archaeology*
+
# Profession: Nerf Herder
    Note: *Apex skill still in discussion. Will be one of those two and wiki will be edited when finalized.
 
  
 
'''Stress tracks'''
 
'''Stress tracks'''
 
  Health (+Stamina):    [ ] [ ] [ ]
 
  Health (+Stamina):    [ ] [ ] [ ]
  Composure (+Resolve): [ ] [ ] [ ] + [ ] [ ]
+
  Composure (+Resolve): [ ] [ ] [ ] + [ ]
 
  Wealth (+Assets):    [ ] [ ] [ ] + [ ]
 
  Wealth (+Assets):    [ ] [ ] [ ] + [ ]
  
 
'''Stunts'''
 
'''Stunts'''
* Has a thing: an ancient T3+ artifact discovered during her archaelogical studies of an old lab on Tranquility from during the Unpleasantness. Its uses are unknown at the present -- but people want it.
+
* Military Grade skill: Nerf Herder
* Unsavory reputation (Black Market Charm): Sophie has easy access to gray market contacts and unsavory anti-government/conspiracy groups.
+
* Own a thing: Grandma's electric Nerf Prod (used for herding)
* They don’t want you to know (Skill Substitute): Use Culture/Tech for Oratory, but only when trying to convince people of unorthodox ideas.
+
* Take a bonus: Nerf Herder
  
 
'''Significant Equipment'''
 
'''Significant Equipment'''
* TBD
+
* Grandma's electric Nerf Prod (stunt)
 
+
* Set of paint brushes
----
+
* T1 EVA pressure suit (used)
 
 
===Ningirsu, son of Enmerkar===
 
Played by Jagreen Lern
 
 
 
'''Growing Up'''
 
 
 
You were born into the House of the White Ram, and ancient but obscure aristocratic family on the planet of Kedesh. From the earliest age you were educated in the history and traditions of your world, and in the ancient customs of nobility, including the martial arts. Your noble status was always minor, and it earned you few privileges, but your father was a soldier of the Sons of Argent Death, most prominent military guild on Kedesh, and his status earned the family a good living. In your eighth year, the ships came from distant Aklu, and you saw history moving all around you. A group of the most powerful guilds had banded together as the Restoration Council and sought to bring unite the world under their banner. The Sons of Argent Death were a part of the Council, and your father served in the successful campaign to unify Kedesh, finally dying a heroic death leading the assault on a breached arcology wall, earning the posthumous name of "Breaker of Walls", as well as great honor for his family. For this, his sons and daughters were granted the privilege of taking the admissions examinations for one of the guilds that make up the Restoration Council. You were able to pass the examinations for the Illuminators of the Wisdom of the Ancients, a mix of archaeologists, scientists, and scavengers, dedicated to technological recovery and advancement. Ever since then, you have been an ardent Restorationist, totally dedicated to the Council's vision of a renewed Kedesh.
 
 
 
*Of ancient and noble lineage.
 
*Glory to Kedesh! Long live the Restoration!
 
 
 
'''Starting Out'''
 
 
 
As your training with the guild began, the Illuminators, perhaps the most prominent of the Council guilds after the unification, began to shift it's focus from recovering technology from the ruins on Kedesh to acquiring it from throughout the whole cluster. They soon realized that the training that had served them so well in the ruins could, with some modification, could also be effective for space travel. Like most Kedeshi, you had always held a great respect for technology, but as you began to truly understand technology, during your guild training, you began to truly revere machines, fully embracing the more spiritual aspects of the Illuminator's doctrines. This new found devotion seems to have served you well, as you began to excel as a scientist, and could have seen you go far in a laboratory, if you didn't instead request assignment to one of the first of the new Kedeshi merchant ships.
 
 
 
*First generation of Kedeshi spacers.
 
*I see god in the machine.
 
 
 
'''Moment of Crisis'''
 
 
 
Your first years among the merchant ship were sometimes thrilling, like when you actually got to interact with offworlders, or extremely dull, like the long trips through the void, but even during the dullest moments, you appreciated the chance to get to see the rest of the cluster. While trading for technology around the cluster, the captain of the merchant ship had established business relationships with several smugglers, including a man named Alan. While the ship was making a rendezvous with Alan's vessel to look over his merchanise, the two ships were attack by a pirate craft on the hunt. The Kedeshi ship was boarded by pirates during the battle. You had been trained for combat, but had never had to fight for you life before, yet when you saw one of your colleagues struck dead by a slug from a pirates weapon, in that moment you ceased to be Ningirsu the scientist, and became the son of Enmerkar, warrior of the White Ram, and you ruthlessly slew any pirate you could. As the boarders were repelled and fleeing to their own ship, you showed them no mercy, cutting them down as they ran, and when a shot from Alan's 'Void Wanderer' disabled the pirate craft, you called for all of the pirates to be executed. It was only when you noticed the crew's reaction to the suggestion that you realized how far you had gone. You weren't expecting this. You never though you'd be capable of this kind of thing, you certainly aren't comfortable about it, but then, is it not the tradition of your ancestors?
 
 
 
*"It's a hell of a thing, killing a man."
 
*I am a son of soldiers, whether I like it or not.
 
 
 
'''Sidetracked'''
 
 
 
After the battle, the damaged ship returned to Kedesh for repairs. While you where waiting for the repairs to be completed, you were contacted by an archaeologist from Tranquility named Sophie, who was looking for a specialist to consult with her about an artifact with some similarities to ancient Kedeshi relics. You too noticed the similarities, but beyond that, the artifact was an enigma, whose purpose and origin remained unclear. Just as you were becoming immersed in the study of this strange device, you and Sophie were attacked by some unknown party that was clearly looking for the relic. You owed Sophie your life that day, after she patched a bad shrapnel wound from an attacker's grenade while you hid, and dissuaded you from trying to pursue the attackers to claim vengeance. After that, you are absolutely convinced that this artifact is something very important, and you can't really rest without knowing the truth behind it.
 
 
 
*This artifact could lead to something BIG.
 
*I'm getting sick of people trying to kill me.
 
 
 
'''Skills'''
 
 
 
# Survival, Oratory, Stamina, Agility, Culture/Tech(Alku and Kedesh)
 
# Tactics, Repair, Resolve, Bureaucracy
 
# Micro-G, Arts, Archaeology
 
# Computer, Close Combat
 
# Science
 
 
 
'''Stunts'''
 
 
 
# Military Grade Skill (Close Combat)
 
# Kedeshi Vibrosword
 
# Illuminator Adept
 
----
 
 
 
===Alan Vanterlin===
 
 
 
Played by Carsten
 
 
 
I've put this in chronological order, thus the phases aren't quite sorted right. Also I used the wrong tag for the headers I guess, will correct it after I found out what to use :)
 
 
 
'''Growing up'''
 
Alan Vanterlin is n his late twenties or early thirties now and a member of a space travelling Alku family. He's the middle child of three and travelled the system in their family's ship, the 'Gypsy Moth'. The tight quarters and constant challenges of living in an ancient, less-than reliable space ship formed a tight bond between them all. When he became old enough Alan's main task was flying the interface craft which he greatly enjoyed (and often went a little overboard with, pretending the shuttle is a war-time fightercraft). However everyone was expected to pitch in running the ship so he has some other skills as well.
 
 
 
The 'Moth' was actually one of the first Clan ships to be equipped with the newly discovered slipstream drive as Alan's parents thought it would improve their income. However the manufacturer demanded outrageous fees to use the drive and thus their status more or less remained the same. They found one great source of income though: locating artifacts and selling them (mainly to Tranquility to keep the machines running) and have been able to keep afloat using a combination of legal trade and smuggling/theft.
 
A not so long time ago Alan and his brother fell in love with the same woman and to Alans dismay she chose his older brother. After their marriage the woman moved into the family ship Alan found it hard to live there and decided to move out.
 
 
 
'''Starting Out'''
 
Being alone for the first time in his life wasn't easy, but his piloting skills ensured that he always had a job. Besides that acquiring artifacts has been Alan's secondary activity, quite often by breaking into whereever they are being kept. He hasn't been caught yet but there have been a few close calls and he decided to look for safer work elsewhere. After some time he had an opportunity to acquire a space craft on his own that used to be run by pirates which he dubbed the 'Void Wanderer'.
 
 
 
'''Sidetracked'''
 
A meeting with a different ship to transfer contraband almost ended disastrous as pirates attacked them. A passenger on the other ship by the name of Ningirsu almost single-handedly repelled the boarders, shocking everybody with the savagery of the fight. With the pirate ship disabled both ships had to return to Kedesh for repairs and to deal with the pirates.
 
 
 
'''Moment of Crisis'''
 
Sophie and Ningirsu arrive at the 'Void Wanderer'. Alan had some reservations taking on passengers, especially ones that seemed involved in some trouble. However his gut told him to help them and so he offered them a passage without even gouging them on the price. The ship wasn't really built to handle passengers but since the crew was shorthanded at the moment anyway there was enough space for everyone.
 
Shortly after liftoff Space Traffic Control contacted the ship and requested that they return for an unscheduled safety inspection. Alan faked communication problems and continued on until he could justify not turning back by claiming returning would cost too much in fuel and time, and demanded an official warrant to be presented in order for him to return. No such warrant was sent
 
 
 
The 'Wanderer' jumped to Eloquoy on a weird vector that had the ship actually move away from the planet for a bit. Alan explained this as a safety measure (to any official he pretended to have miscalculated the jump) since several ships had jumped before them and any of them could have been carrying a message by however was hunting Sophie and Ningirsu. In fact a customs cutter hailed the ship and demanded to board the ship. Due to the off course jump this took long enough for Alan to allow his passengers to hide in his hidden cargo area that he grudgingly revealed to them. When the officials asked about the passengers he lied that he had had a bad feeling about them and didn't let them board. The whole inspection turned out to be a bit weird, so the customs agents might have been impostors or simply new to their job - this is Eloquoy after all, still trying to catch up and changing protocols all the time.
 
 
 
'''On your own'''
 
Two close calls in such a short time is two to many. And while smuggling is fun and exciting, maybe it's time to follow his crewmates' example and marry, settle down and have a child? But - living in one place all the time, maybe even on a planet? Ride a desk for a job? Nah. But at least let's dial down the extra-legal activities a bit. However a well-paid contract is required in order to pay mortgage on the 'Wanderer' off. Darn, that doesn't sound fun at all - but that's life I guess?
 
 
 
'''Aspects'''
 
 
 
Growing up ([https://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation&p=21562824#post21562824 IC history])
 
* Trust no one but family.
 
* The two most important tools are duct tape and WD40!
 
Starting out
 
* Well, firing the engines JUST before impact saves a lot of fuel, mom!
 
* If it ain't bolted down you can sell it for a profit!
 
Moment of crisis ([https://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation&p=21588174#post21588174 IC history])
 
* Trust your guts.
 
* There is always a deeper story.
 
Sidetracked ([https://forum.rpg.net/showthread.php?819180-Diaspora-The-Great-Filter-Interest-Recruitment-Cluster-Creation&p=21592233#post21592233 IC history])
 
* If you can hide, so can they.
 
* Watch out for the wolf wearing sheeps clothing!
 
On your own
 
* Travel is life, life is travel.
 
* Oh what I could do if I only had the money!
 
 
 
'''Fate Points'''
 
[ ] [ ] [ ] [ ] [ ]
 
 
 
'''Skills'''
 
[http://www.vsca.ca/Diaspora/Diaspora%20Skill%20Sheet.pdf (Skill Reference)]
 
# Agility, Micro-G, Repair, Slug Throwers, Brokerage
 
# Alertness, Navigation, Culture, EVA  
 
# Pilot (Military), Communication, Profession: Burglar
 
# Charm, Stealth
 
# Aircraft/Interface
 
 
 
'''Stress tracks'''
 
Health (+Stamina):    [ ] [ ] [ ]
 
Composure (+Resolve): [ ] [ ] [ ]
 
Wealth (+Assets):    [ ] [ ] [ ]
 
 
 
'''Stunts'''
 
* Military Grade skill: Pilot
 
* Own a thing: Starship 'Void Wanderer'
 
* Good friend on Eloquoy
 
 
 
'''Significant Equipment'''
 
 
 
 
 
====The Void Wanderer====
 
 
 
The "Void Wanderer" is a small trading ship that has a spotty past of being used as a pirate and smuggler's vessel. It was built on Alku 35 years ago by the Saathu mining corporation as a fast courier transporting valuables between corp HQ and the mining sites. The corporation over-extended itself when slipstream travel became available and went bankrupt. The ship was sold several times until it ended up with a small group that used it for piracy.
 
 
 
A few years ago they attacked the 'Gypsy Moth' shortly after Alan had left it, and Alan took this attack on his family very personal. He used the connections his family and he made over the years and after some time found the crew. Using this knowledge he struck a deal with the administration on Alku: he would expose them if he got to buy the ship at a greatly reduced price.
 
 
 
Despite the ships age it is very well maintained and looked after. The living areas are brightly lit and have been decorated to feel almost like a planetary dwelling. There is a lot of furniture not really suitable for space travel, the chairs for instance have no safety harnesses, anyone caught there in the event of sudden acceleration need to rush to the jumpseats bolted to the walls. Still, everything is equipped either with velcro or magnets to keep in place when the ship experiences zero-G.
 
Even the technical areas like engine room and bridge have some pictures and other decorations which make working there for an extended time more pleasant.
 
 
 
'''Aspects'''
 
* Shady Past
 
* Old but well maintained
 
 
 
'''Fate Points'''
 
[ ] [ ] [ ] [ ] [ ]
 
 
 
'''Ship skills'''
 
* V-shift: 3
 
* Beam: 2
 
* Torpedo: nil
 
* EW: 3
 
* Trade: 2 + 1 (hidden compartments)
 
 
 
'''Stress tracks'''
 
Hull: [ ] [ ] [ ]
 
Data: [ ] [ ] [ ]
 
Heat: [ ] [ ] [ ]
 
 
 
'''Stunts'''
 
* T2 Slipstream Drive
 
* Interface Vehicle (Shuttle 'Vagabond')
 
* Skeleton Crew
 
 
 
'''Crew'''
 
 
 
I've generated some crew from https://donjon.bin.sh/scifi/random/#type=space_npc to be used if necessary. At the end of Phase 3 only Teisha was present, the other two might have been hired if there is a longer time until the start of the campaign.
 
 
 
* Engineer: Teisha Madi: Teisha has copper hair and dark green eyes. She wears black cargo pants and a Section 9 t-shirt, and carries a combat knife.
 
 
 
Teisha hails from Corelum and is very tight-lipped about what happened to her government-mandated "twins".
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
 
# Gunnery (space), Culture (Alku), Animal Handler
 
# Close Combat (Knife), Intimidation
 
# Engineering
 
 
 
Former crew members:
 
* Cargo/Gunnery: Denny Walkins: Denny has thick red hair and brown eyes. He wears a silver jumpsuit and carries a tablet computer. Denny wants to be left alone.
 
* Navigation: Randy Erson: Randy is short and overweight, with auburn hair and large green eyes. He wears a utility jumpsuit and carries a tablet computer. Randy suffers a paralyzing fear of blood.
 
  
 
==NPCs==
 
==NPCs==
Line 497: Line 284:
 
===Crew of the Devon===
 
===Crew of the Devon===
 
====Captain Arymo Warders====
 
====Captain Arymo Warders====
Captain Warders was a decorated hero of the Alku fleet in his best years, leading the counter-offensive after the pirate incursion of the Voriath mining outpost. He looks decidedly less impressive than the official recordings, with ever so slightly unkempt hair and burst blood vessels around the base of the nose, telltale signs of extasis use.
 
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
Line 579: Line 365:
  
 
====Particle physicist Deby Baily====
 
====Particle physicist Deby Baily====
Academic Officer 1st Class with the Alku navy. Leader and administrator of the Devon's science lab.
 
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
Line 597: Line 382:
 
====Linguist twins Lissa Henders and Kamal Donner====
 
====Linguist twins Lissa Henders and Kamal Donner====
 
Corelum's most prominent linguist twin team Henders and Donner have collaborated against each other since their first twin meeting at age 20. Both exceptionally intelligent, they constantly pushed the envelope in order to one-up each other. They are head and shoulders above their field, and lacking other peers of the same caliber, they have started working together quite productively, with some remaining undercurrents of rivalry. Together, they pioneered Convergent Language Theory while other linguists in the cluster were still scratching their heads upon discovering all connected systems spoke mutually comprehensible dialects of basically the same language. If they set their exceptional minds on a common goal, there is not much that can stop them.
 
Corelum's most prominent linguist twin team Henders and Donner have collaborated against each other since their first twin meeting at age 20. Both exceptionally intelligent, they constantly pushed the envelope in order to one-up each other. They are head and shoulders above their field, and lacking other peers of the same caliber, they have started working together quite productively, with some remaining undercurrents of rivalry. Together, they pioneered Convergent Language Theory while other linguists in the cluster were still scratching their heads upon discovering all connected systems spoke mutually comprehensible dialects of basically the same language. If they set their exceptional minds on a common goal, there is not much that can stop them.
 
''"Lissa is tall for a woman born in a gravity well, with shoulder length blonde hair and bordering on attractive (for a scientist). Donner on the other hand is a bit shorter than her and has a robust build, barrel chest and arms like Alan's legs."''
 
 
* Aspect: Unstoppable mind if united
 
* Aspect: Unstoppable mind if united
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
 
* Aspect: (open)
 
# Resolve, ''Unknown'', ''Unknown''
 
# Resolve, ''Unknown'', ''Unknown''
# Computer, Science (Cryptography)
+
# Academics (Linguistics), ''Unknown''
# Academics (Linguistics)
+
# ''Unknown''
  
 
====Surveyor Anis Mithy====
 
====Surveyor Anis Mithy====
Line 619: Line 402:
 
* Aspect: Can get you to places
 
* Aspect: Can get you to places
 
* Aspect: Schemes within schemes
 
* Aspect: Schemes within schemes
* Aspect: Ruthless, but always remembers a kindness
+
* Aspect: (open)
 
# Bureaucracy, Resolve, Intimidation
 
# Bureaucracy, Resolve, Intimidation
 
# Brokerage, Charm
 
# Brokerage, Charm
 
# Assets
 
# Assets

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