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==The Hanger, New Cadiz== | ==The Hanger, New Cadiz== | ||
− | * | + | *544,300Cr |
*Ship's Locker, Frigate scale | *Ship's Locker, Frigate scale | ||
*Meta-Dimensional Monitor | *Meta-Dimensional Monitor | ||
+ | *Stock ATV Explorer | ||
*4 Mandate Era Power Plinths | *4 Mandate Era Power Plinths | ||
**The plinths are functionally equivalent to Large Microfusion Power Nodes from Engines of Babylon. Each one adds 7 Power to a vehicle, and the ATV can handle four of them. Additionally, when set up to reinforce one another, the plinths can add 2 Power to a shuttle-sized starship or 1 Power to a frigate-sized starship. You could also use them to power a small workshop, lab or base camp and any handheld devices as well. | **The plinths are functionally equivalent to Large Microfusion Power Nodes from Engines of Babylon. Each one adds 7 Power to a vehicle, and the ATV can handle four of them. Additionally, when set up to reinforce one another, the plinths can add 2 Power to a shuttle-sized starship or 1 Power to a frigate-sized starship. You could also use them to power a small workshop, lab or base camp and any handheld devices as well. | ||
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*Faith Relics, .1 tons | *Faith Relics, .1 tons | ||
*Mandate Pop-Up Base | *Mandate Pop-Up Base | ||
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− | * | + | ==Illegal Alien (6t)== |
− | + | *Pretech Salvage, 1 ton | |
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*Data crystal | *Data crystal | ||
− | * | + | *Free, 2 tons |
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*Heavy Machine Gun | *Heavy Machine Gun | ||
**4 HMG magazines (10 combat rounds of ammo/250 cr each) | **4 HMG magazines (10 combat rounds of ammo/250 cr each) | ||
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===Ship Stats=== | ===Ship Stats=== | ||
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*Crew: 1/10 | *Crew: 1/10 | ||
*AC: 9 | *AC: 9 | ||
− | *Power: 3 ( | + | *Power: 3 (2 Free) |
*Free Mass: 5 (0 Free) | *Free Mass: 5 (0 Free) | ||
*Hardpoints: 1 | *Hardpoints: 1 | ||
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*Fittings: | *Fittings: | ||
*Atmospheric Configuration (1 Free Mass) | *Atmospheric Configuration (1 Free Mass) | ||
− | * | + | *Cargo Space: 4 Tons (2 Free Mass) |
*Spike 2: (1 power/1 Free Mass) | *Spike 2: (1 power/1 Free Mass) | ||
*Fuel Bunker (1 Free Mass) | *Fuel Bunker (1 Free Mass) | ||
− | == | + | ==Moon Base, W0505== |
− | + | *Shell | |
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− | * | ||
− | * | + | ==Anee, W0505== |
− | * | + | *T5 Cargo Lighter |
− | * | + | *Starship Parts, 1 ton |
+ | *Salvage, 1 ton | ||
+ | *Miracle of the Loaves data cores, 2 tons | ||
+ | *Fine Liquor, .6 tons | ||
+ | *6,400 Local Credits | ||
− | + | ==Healer Ruins, W0505== | |
− | * | + | *Pretech Medical Supplies, .2 tons |
− | * | + | *Postech Medical Equipment, 1 ton |
− | * | + | *Wraith Shuttle, 40 tons |
− | * | + | *Chimera Project Data |
− | * | + | *Nemean Project Notes |
− | * | + | *Warbots, viable scrap, 1 ton |
− | == | + | ==Glory of Thunder== |
− | + | *Colonial Supplies, 3 tons | |
− | * | + | *Colonial Materials, 4 tons |
− | * | + | *1 Fusion Plant, 10 tons |
− | * | + | *Postech Medical Supplies, .3 tons |
+ | *Metawheat, 30 tons | ||
+ | *Chimera Project Update Notes | ||
+ | *Free, 32.7 tons | ||
− | + | ===Ship Stats=== | |
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− | * | + | '''Free Merchant''' |
+ | *Speed: 3 | ||
+ | *Armor: 2 | ||
+ | *Hit Points: 20 | ||
+ | *Crew: 1/6 | ||
+ | *AC: 6 | ||
+ | *Power: 10 (1 Free) | ||
+ | *Free Mass: 15 (0 Free) | ||
+ | *Hardpoints: 2 | ||
+ | *Hull Type: Frigate | ||
− | * | + | *Fittings: |
− | + | *Locker and Armory | |
− | + | *Atmospheric Configuration (2 Free Mass) | |
− | * | + | *Flack Emitter Battery (5 Power, 3 Free Mass) |
− | + | *Fuel Scoops (2 Power, 2 Free Mass) | |
− | + | *Fuel Bunkers x2 (2 Free Mass) | |
− | *2 | + | *Spike-2 Drive (2 Power, 2 Free Mass) |
− | * | + | *Cargo: 80 tons (4 Free Mass) |
− | * | ||
=New Horizons= | =New Horizons= | ||
− | * | + | *Level 1 Corporation. |
− | * | + | *HQ on Phoenicia |
− | + | *Factor: [[Nahum]], a Mandate-era Shedu AI, a guardian and caretaker mind recovered from the Norlighter frigate wreck. | |
− | + | *Holding Points: 3/3 | |
− | + | **Starship, Shuttle | |
− | + | **Corporate Security, Minor | |
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=Organizations= | =Organizations= | ||
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Every planet has a Trade Goods table that contains 10 items. Items have tags that help describe and categorize them. When you get to a planet, I roll twice on that table. Those are the best available deals. You can choose to reroll as you desire, but each reroll drives the Friction up by 1 (we'll talk about Friction soon). You can also commission a good not on the table but theoretically available on the world at the cost of +4 Friction. | Every planet has a Trade Goods table that contains 10 items. Items have tags that help describe and categorize them. When you get to a planet, I roll twice on that table. Those are the best available deals. You can choose to reroll as you desire, but each reroll drives the Friction up by 1 (we'll talk about Friction soon). You can also commission a good not on the table but theoretically available on the world at the cost of +4 Friction. | ||
− | Once you pick out your goods, we take your | + | Once you pick out your goods, we take your expertise (Business+Culture+Int/Cha mod), including your factor's Culture skill, and subtract it from the world's base Friction+any Friction you generated. Friction is essentially the local tax, graft, paperwork, theft and general hostility to foreign traders that can eat away at profit. The result, positive (bad) or negative (good), modifies the trade roll, which is 3d6 against a chart. High totals drive the price up from the base, low totals drive the price down from the base. Planets generally have a couple of goods tags that they value highly, and a couple of tags that they don't value, and they also modify this roll. |
If the Friction is too high for your tastes, you can run an adventure to remove it for a trade, and some holdings also reduce it. Friction can never go below 1 without an adventure. | If the Friction is too high for your tastes, you can run an adventure to remove it for a trade, and some holdings also reduce it. Friction can never go below 1 without an adventure. | ||
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5) An HQ and holdings? | 5) An HQ and holdings? | ||
− | An | + | An HQ is a permanent presence on a given planet. It has levels from 1 to 10, and generally you can build up to level 5 without any special permissions. Each level has a number of holding points and cost a certain number of credits to buy, as follows. |
− | + | 1: 10k credits, 3 holding points | |
− | + | 2: 25k, 6 | |
− | + | 3: 100k, 12 | |
− | + | 4: 200k, 18 | |
− | + | 5: 500k, 27 | |
− | + | Holdings are associations and infrastructure that do useful things for you. These can be starships, medical centers, production centers, bribery rings, propaganda outlets, starports, security, trade legions, etc. Most holdings have a minimum planetary population and a minimum tech level, so not every planet can support every type of holding. They also cost credits to establish, one can be established every month at each HQ, and the locals can contest some of them if they desire. Not every alien world will just let you raise a nation-conquering army, no matter how much money you throw at them! Each holding also costs a number of holding points that varies from holding to holding. | |
− | HQs also need a | + | HQs also need a factor, a trusted local who advises you and oversees your operation in your absence. They can lend their relevant Culture skill to trade rolls they're present for, they can commission HQ increases and holding construction based on orders left for them, can oversee the purchase of goods from production centers and many holdings use the factor's abilities to govern how useful they are. |
6) This doesn't sound so hard. What's the catch? | 6) This doesn't sound so hard. What's the catch? | ||
Trouble. Whenever you initiate a far trade, I roll to see if there's trouble. If there is, I roll on the trouble table for the planet to see what happens. Some trouble is annoying, a delay of weeks. Some can be costly, raising the Friction of the deal. Others can be disastrous, consuming up to half of the goods with no recourse. Adventures can be ran to handle the trouble without losing anything. | Trouble. Whenever you initiate a far trade, I roll to see if there's trouble. If there is, I roll on the trouble table for the planet to see what happens. Some trouble is annoying, a delay of weeks. Some can be costly, raising the Friction of the deal. Others can be disastrous, consuming up to half of the goods with no recourse. Adventures can be ran to handle the trouble without losing anything. | ||
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=Dice Rolls= | =Dice Rolls= | ||
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*Government: Parliamentary democracy. | *Government: Parliamentary democracy. | ||
*Description: The northern continent is inhabited through an area roughly the size of Russia, bounded on the north, west and southwest by mountains and on the east and southeast by an inland sea. There are small mining camps scattered across the continent. The southern continents were colonized much less intensively and failed after the Scream. | *Description: The northern continent is inhabited through an area roughly the size of Russia, bounded on the north, west and southwest by mountains and on the east and southeast by an inland sea. There are small mining camps scattered across the continent. The southern continents were colonized much less intensively and failed after the Scream. | ||
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===The Norlight Impact Event=== | ===The Norlight Impact Event=== | ||
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*Government: Parliamentary democracy. | *Government: Parliamentary democracy. | ||
*Description: The Tyrian colony is located on rolling plains on the eastern subcontinent, and is still developing local industry. They are an important market for Phoenician production, and most of the systems resources beyond the planets atmosphere have been acquired by orbital mining concerns. | *Description: The Tyrian colony is located on rolling plains on the eastern subcontinent, and is still developing local industry. They are an important market for Phoenician production, and most of the systems resources beyond the planets atmosphere have been acquired by orbital mining concerns. | ||
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==Sidon== | ==Sidon== | ||
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*Government: Colonial oversight. | *Government: Colonial oversight. | ||
*Description: The Sidonese colony is very new, and still directly ran by the Colonial Administrative Board. It receives frequent shipments of supplies and colonists, and cannot survive on its own currently. The planet is frigid and icy, with taiga near the tropics and ice elsewhere. The planned colony sites are situated on geologically active great lakes that vent heat into the surrounding area. The weather is temperamental and nearly always foggy. These hotspots are also incredibly rich in a variety of common and uncommon ores. | *Description: The Sidonese colony is very new, and still directly ran by the Colonial Administrative Board. It receives frequent shipments of supplies and colonists, and cannot survive on its own currently. The planet is frigid and icy, with taiga near the tropics and ice elsewhere. The planned colony sites are situated on geologically active great lakes that vent heat into the surrounding area. The weather is temperamental and nearly always foggy. These hotspots are also incredibly rich in a variety of common and uncommon ores. | ||
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==Trakkar== | ==Trakkar== | ||
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*Description: The second planet is temperate and has a thick atmosphere. The Norlighters collected mirror-bird feathers there as cargo and there were no intelligent species inhabiting the world. Nick recalls that Kazumi had dreams about the place, and that he thought there were humans there, but that hasn't been confirmed. | *Description: The second planet is temperate and has a thick atmosphere. The Norlighters collected mirror-bird feathers there as cargo and there were no intelligent species inhabiting the world. Nick recalls that Kazumi had dreams about the place, and that he thought there were humans there, but that hasn't been confirmed. | ||
− | == | + | ==W0505== |
*Location: 0505 | *Location: 0505 | ||
*Planets: 7 (5 inner, 2 gas giants) | *Planets: 7 (5 inner, 2 gas giants) | ||
− | *Population: | + | *Population: hundreds of thousands |
*TL: 1 | *TL: 1 | ||
− | *Government: | + | *Government: Tribal? |
*Description: The third planet is temperate and has a breathable atmosphere. The Norlighters encountered a primitive native population there and extracted a tribute of 'Koilian liqueur' from them. They did not record their appearance or many details about their culture. | *Description: The third planet is temperate and has a breathable atmosphere. The Norlighters encountered a primitive native population there and extracted a tribute of 'Koilian liqueur' from them. They did not record their appearance or many details about their culture. | ||
**New Horizons salvaged a dying cruiser in the first gas giant, a ship that was doomed by a rogue psychic event. | **New Horizons salvaged a dying cruiser in the first gas giant, a ship that was doomed by a rogue psychic event. | ||
**The moon above the inhabited planet contains the ruins of a Mandate comm relay, staffed by robots. | **The moon above the inhabited planet contains the ruins of a Mandate comm relay, staffed by robots. | ||
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==W0702== | ==W0702== | ||
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*Government: Tribal coalitions | *Government: Tribal coalitions | ||
*Description: The fourth planet is temperate to hot and has a breathable atmosphere. The Norlighters traded with native aliens there for various rare ores and an unidentified floating crystal. They used ancient ruins as landing sites and base camps. | *Description: The fourth planet is temperate to hot and has a breathable atmosphere. The Norlighters traded with native aliens there for various rare ores and an unidentified floating crystal. They used ancient ruins as landing sites and base camps. | ||
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=Sector Map= | =Sector Map= |