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A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard. | A campaign page for the Stars Without Number: Back in Black campaign, run by The Wyzard. | ||
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== Adventurers == | == Adventurers == | ||
− | [[Carlos Danger]] AC 0, | + | [[Carlos Danger]] AC 0, 28/28 |
− | [[ | + | [[Jackson "Six" Hitt]] AC 0, 22/22 |
− | [[ | + | [[Reynard Marko]] AC 2, 34/34 |
− | [[ | + | [[Stargazer Darque]] AC 0, 32/32 |
− | [[ | + | [[Dr. Eris Delan]] AC 1 (or 6), 18/18 |
[[Rook]] | [[Rook]] | ||
− | + | Current tally credits towards XP: 332,000 (through Sept 9th) | |
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==Companions Lost and Killed== | ==Companions Lost and Killed== | ||
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[[Ivan Tarovic]] | [[Ivan Tarovic]] | ||
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== The Ship and Vehicles == | == The Ship and Vehicles == | ||
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[[Happy Accident]] | [[Happy Accident]] | ||
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==Loot and Salvage / Cargo Hold== | ==Loot and Salvage / Cargo Hold== | ||
− | * | + | *'''Cargo Bay 100 tons max/87 tons available''' |
− | + | *[[Happy Accident]] 5 tons | |
− | + | *Ushan art objects (4000 credits) | |
+ | *Ushan super glowbugs (12 in number) | ||
+ | *Asmar's equipment (8 tons, 40000 credits to purchase) | ||
==Custom/Unique Items== | ==Custom/Unique Items== | ||
− | *[[The Doomstaff]] | + | *[[The Doomstaff]] |
− | *Prince's Amulet (functions as Deflector Array, in Ship's Stores) | + | *Prince's Amulet (functions as Deflector Array, in Ship's Stores) (Stargazer wears when on planets that don't allow heavier armor) |
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==Slush Fund & Assets== | ==Slush Fund & Assets== | ||
− | * | + | *147,991 credits in the slush fund |
*Workshop installed in office space in Tenebrous station | *Workshop installed in office space in Tenebrous station | ||
*Secure work and living space at the Black House, and warehouse space at the Abaddon spaceport | *Secure work and living space at the Black House, and warehouse space at the Abaddon spaceport | ||
− | * | + | *Contract of [[6 Naval technicians]] (5000 Cr each signing bonus, 20000 Cr each escrow account) |
==Lifestyle Costs== | ==Lifestyle Costs== | ||
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*[https://docs.google.com/drawings/d/1kFd5NufR4968l3YSr6s1A6EsGH9S7iuqLqL7tIHjApk/edit Chittik Asteroid Base] | *[https://docs.google.com/drawings/d/1kFd5NufR4968l3YSr6s1A6EsGH9S7iuqLqL7tIHjApk/edit Chittik Asteroid Base] | ||
*[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] | ||
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==Important NPCs== | ==Important NPCs== | ||
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*[[Dr. Kazaki Valhalla]], Academe contact | *[[Dr. Kazaki Valhalla]], Academe contact | ||
*[[Forest]], female "spook" in Nyx Cluster | *[[Forest]], female "spook" in Nyx Cluster | ||
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== The Setting == | == The Setting == | ||
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*Spacers consider it acceptable for crew members to be asked informally to segregate themselves from each other. | *Spacers consider it acceptable for crew members to be asked informally to segregate themselves from each other. | ||
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=== The Academe === | === The Academe === | ||
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*The languages most common in the State cluster are: Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French, Afrikaans. There are also a few worlds with their own offshoot languages. | *The languages most common in the State cluster are: Mandarin, English, Hindustani, Spanish, Russian, Arabic, Japanese, French, Afrikaans. There are also a few worlds with their own offshoot languages. | ||
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=== Common Starship Models === | === Common Starship Models === | ||
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=== Nyx Cluster === | === Nyx Cluster === | ||
− | The Nyx Cluster is the center of the State. In practical terms it is capitol of a loose federation of the known human worlds, and has hegemonic influence over some of them. The precise demarcation between the State and the government of the Cluster is not entirely well-defined, a source of frustration for the systems that have been strong-armed into it. It is referred to as a "cluster" because it has so many inhabited worlds, all with a single central government. The Cluster contains two Earth-like worlds, a dozen major moons, and probably a score of large asteroid colonies and space stations, with | + | The Nyx Cluster is the center of the State. In practical terms it is capitol of a loose federation of the known human worlds, and has hegemonic influence over some of them. The precise demarcation between the State and the government of the Cluster is not entirely well-defined, a source of frustration for the systems that have been strong-armed into it. It is referred to as a "cluster" because it has so many inhabited worlds, all with a single central government. The Cluster contains two Earth-like worlds, a dozen major moons, and probably a score of large asteroid colonies and space stations, with an approximate population of 6 billion humans and a double handful of AIs. It is by far the most wealthy and powerful system in the State, and it is relentlessly attempting to regain the ability to manufacture pretech goods. |
− | The Nyx Cluster is the | + | The Nyx Cluster is the only solidly TL4 civilization in the State, and they use this to maintain their influence. They are capable of producing drugs and treatments that reverse the aging process. A seventy-year-old member of the political or economic elite can be rejuvenated to a biological age of 30. The cost for this treatment tends to be phenomenally high - and usually payable in favors and influence as well as more mundane currency. It is administrated, in fact, by a branch of the government, and is not normally available on the market. |
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*Government: Constitutional Republic | *Government: Constitutional Republic | ||
*Laws & Restrictions: Possession of personal weapons requires a license; armed starships must dock at spaceports rather than planetside. Slavery is outlawed, indenture is restricted. | *Laws & Restrictions: Possession of personal weapons requires a license; armed starships must dock at spaceports rather than planetside. Slavery is outlawed, indenture is restricted. | ||
− | *Population: | + | *Population: 6B |
*Languages: English, French | *Languages: English, French | ||
*Technology: TL4, specialization in medical and anti-aging. | *Technology: TL4, specialization in medical and anti-aging. | ||
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*Fleets: 1 Militarized Cruisers, 2 non-militarized cruisers, 4 militarized frigates, 5 non-militarized frigates. 10 non-militarized shuttles, 10 fighters. Nyx has full NIFP protection and is fully equipped with space stations. Their ships are usually third-generation. | *Fleets: 1 Militarized Cruisers, 2 non-militarized cruisers, 4 militarized frigates, 5 non-militarized frigates. 10 non-militarized shuttles, 10 fighters. Nyx has full NIFP protection and is fully equipped with space stations. Their ships are usually third-generation. | ||
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*Goods: 1. Postech Housewares. 2. Postech Medical Supplies. 3. Small Arms, Energy. 4. Drugs, Recreational. 5. Parts, Postech Industry. 6. Parts, Starship Maintenance. 7. Tools, Medical Equipment. 8. Tools, Astronautic. 9. Tools, Industrial. 10. Clothing. | *Goods: 1. Postech Housewares. 2. Postech Medical Supplies. 3. Small Arms, Energy. 4. Drugs, Recreational. 5. Parts, Postech Industry. 6. Parts, Starship Maintenance. 7. Tools, Medical Equipment. 8. Tools, Astronautic. 9. Tools, Industrial. 10. Clothing. | ||
*Trouble: As per cosmopolitan worlds. | *Trouble: As per cosmopolitan worlds. | ||
− | *Friction: | + | *Friction: 3 |
− | *Notes: Pretech goods are nearly unavailable for purchase. The Nyx government will pay handsomely for recovered pretech artifacts. Nyx is the primary source of | + | *Notes: Pretech goods are nearly unavailable for purchase. The Nyx government will pay handsomely for recovered pretech artifacts. Nyx is the primary source of anti-agathics, and their Dethanatonic clinic is capable of actually reversing the aging process (at phenomenal expense in some combination of money and favors.) |
=== Golden Empire === | === Golden Empire === | ||
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*Government: Tyrannical Empire, with meritocratic bureaucracy | *Government: Tyrannical Empire, with meritocratic bureaucracy | ||
*Laws & Restrictions: State-imposed embargo on technology in or out. Planetary society is tyranny, whether anything is illegal or not depends entirely on the sufferance of the empire. Expect any goods above TL1 to be seized, with or without compensation. | *Laws & Restrictions: State-imposed embargo on technology in or out. Planetary society is tyranny, whether anything is illegal or not depends entirely on the sufferance of the empire. Expect any goods above TL1 to be seized, with or without compensation. | ||
− | *Population: | + | *Population: 3B |
*Languages: Mandarin, English | *Languages: Mandarin, English | ||
− | *Technology: | + | *Technology: 2.999B TL1, 1M TL2. |
*Fleets: 1 Non-militarized shuttle. 1 Geosynchronous station with beanstalk that terminates near Imperial Capital, space-side customs controlled by the State. No NIFP protection, no extraplanetary facilities. | *Fleets: 1 Non-militarized shuttle. 1 Geosynchronous station with beanstalk that terminates near Imperial Capital, space-side customs controlled by the State. No NIFP protection, no extraplanetary facilities. | ||
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*Population: 2B | *Population: 2B | ||
*Languages: Wolf Dialect, Russian, English | *Languages: Wolf Dialect, Russian, English | ||
− | *Technology: 1. | + | *Technology: 1.5B TL3, .5B 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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=== Anumati === | === Anumati === | ||
− | Anumati a system focused around a single world. Anumati has slightly | + | Anumati a system focused around a single world. Anumati has slightly less surface area covered by water but its continents broken up into much smaller pieces. There are around a dozen landmasses in the size range between Greenland and Australia, and none larger. The common language is Hindustani. Their world is slightly warmer than Earth normal and is subject to occasional severe storms, but no major tectonic upheaval. The system has a wealth of asteroids with rare elements in them, and Anumati is therefore unusually wealthy. There are probably three billion inhabitants in the system. |
Anumati is TL3+. They have excellent ability to manufacture personal and computer goods, and also medicine. Essentially, the cyberpunk package. However, their heavy industry and starship manufacturing capability lags behind. They can manufacture fighter and shuttle hulls on the surface, but must import spike drive parts and cannot build frigates or orbital facilities with any ease. They have a space station and a large fleet of in-system craft, but cannot sustain much in the way of interplanetary ambitions with a paltry fleet of five frigates (purchased and negotiated from other worlds.) | Anumati is TL3+. They have excellent ability to manufacture personal and computer goods, and also medicine. Essentially, the cyberpunk package. However, their heavy industry and starship manufacturing capability lags behind. They can manufacture fighter and shuttle hulls on the surface, but must import spike drive parts and cannot build frigates or orbital facilities with any ease. They have a space station and a large fleet of in-system craft, but cannot sustain much in the way of interplanetary ambitions with a paltry fleet of five frigates (purchased and negotiated from other worlds.) | ||
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*Government: Corporatocracy | *Government: Corporatocracy | ||
*Laws & Restrictions: Almost anything is legal so long as you buy an expensive license. Be aware of differing megacorporate jurisdictions. | *Laws & Restrictions: Almost anything is legal so long as you buy an expensive license. Be aware of differing megacorporate jurisdictions. | ||
− | *Population: | + | *Population: 3B + 10M Merpeople. |
*Languages: Hindustani | *Languages: Hindustani | ||
− | *Technology: | + | *Technology: 1B TL4, 2B TL3, Prometheus Project due to be complete in 2 years, 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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*Government: Geniocracy (Psychics) | *Government: Geniocracy (Psychics) | ||
*Laws & Restrictions: Personal sidearms are allowed. Traffic control is relatively strict, persons attempting to approach the Black House must have a valid reason for doing so. | *Laws & Restrictions: Personal sidearms are allowed. Traffic control is relatively strict, persons attempting to approach the Black House must have a valid reason for doing so. | ||
− | *Population: | + | *Population: 60k, 500 Psychics. |
*Languages: Officially English, all languages spoken to some extent. | *Languages: Officially English, all languages spoken to some extent. | ||
*Technology: TL4, some TL5 Psitech, unsustainable. | *Technology: TL4, some TL5 Psitech, unsustainable. | ||
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*Goods: ??? | *Goods: ??? | ||
*Trouble: ??? | *Trouble: ??? | ||
− | *Friction: | + | *Friction: ??? |
*Notes: ??? | *Notes: ??? | ||
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*Government: Social Democracy, Parliamentary System, very populist. | *Government: Social Democracy, Parliamentary System, very populist. | ||
*Laws & Restrictions: No weapons allowed, all other goods are fine. Armed vessels must use a special restricted spaceport. Strong tradition of intellectual freedom. Will actually arrest people for "crimes against humanity" committed off-planet. | *Laws & Restrictions: No weapons allowed, all other goods are fine. Armed vessels must use a special restricted spaceport. Strong tradition of intellectual freedom. Will actually arrest people for "crimes against humanity" committed off-planet. | ||
− | *Population: | + | *Population: 2B |
*Languages: French, Spanish Dialect | *Languages: French, Spanish Dialect | ||
− | *Technology: .5B TL3 | + | *Technology: 1.5B TL3, .5B TL2. Prometheus Project to TL4 begins soon. |
*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. | ||
'''Trade''' | '''Trade''' | ||
− | *Supply & Demand: -2 Cultural, -1 Livestock, +1 | + | *Supply & Demand: -2 Cultural, -1 Livestock, +1 Medical, +2 Tools |
*Goods: 1. Clothing. 2. Fine Liquor. 3. Small Arms, Projectile. 4. Metawheat. 5. Native Artwork. 6. Livestock, Common. 7. Parts, Basic Industry. 8. Postech Building Material. 9. Tools, Basic Hand. 10. Housewares, Basic. | *Goods: 1. Clothing. 2. Fine Liquor. 3. Small Arms, Projectile. 4. Metawheat. 5. Native Artwork. 6. Livestock, Common. 7. Parts, Basic Industry. 8. Postech Building Material. 9. Tools, Basic Hand. 10. Housewares, Basic. | ||
*Trouble: As per Cosmopolitan World. | *Trouble: As per Cosmopolitan World. | ||
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=== Inari === | === Inari === | ||
− | Inari is a TL3 world with | + | Inari is a TL3 world with no particular technological specialties, and a population of four billion. The common language is Japanese, and there is an unusually strong Buddhist tradition in several areas of the planet, despite the secularizing influence of contact with spacefaring civilizations. They were roughly at the height of 1950s-era technology when Contacted, and are now beginning the slow crawl toward TL4 capacity. There is a lively debate in the planetary government about what area (if any) of TL4 technology they should concentrate on developing first. |
Inari is most interesting for its wildly varied biosphere, and the current belief is that it was seeded with life from many different worlds as part of some Mandate-era experiment (or accident?) Even now, Inari has an unusual reliance on domesticated wildlife and a highly sophisticated agricultural system built on dozens of exotic plant and animal products. | Inari is most interesting for its wildly varied biosphere, and the current belief is that it was seeded with life from many different worlds as part of some Mandate-era experiment (or accident?) Even now, Inari has an unusual reliance on domesticated wildlife and a highly sophisticated agricultural system built on dozens of exotic plant and animal products. | ||
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*Government: Constitutional Theocracy. | *Government: Constitutional Theocracy. | ||
*Laws & Restrictions: Weapons are disfavored and must be justified. Violence is heavily restricted. Planet is effectively an enforced vegetarian state, do not attempt to import meat. | *Laws & Restrictions: Weapons are disfavored and must be justified. Violence is heavily restricted. Planet is effectively an enforced vegetarian state, do not attempt to import meat. | ||
− | *Population: | + | *Population: 4B |
*Languages: Japanese | *Languages: Japanese | ||
− | *Technology: | + | *Technology: 3.999B 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. | ||
'''Trade''' | '''Trade''' | ||
− | *Supply & Demand: -2 Agricultural, -1 Livestock, +1 | + | *Supply & Demand: -2 Agricultural, -1 Livestock, +1 Postech, +2 Mineral. |
− | *Goods: 1. | + | *Goods: 1. Livestock, Common. 2. Livestock, Gengineered. 3. Livestock, Luxury Pets. 4. Metawheat. 5. Native Artwork. 6. Fine Liquor. 7. Parts, Basic Industry. 8. Postech Building Material. 9. Clothing. 10. Tools, basic hand tools. |
*Trouble: As per agricultural world. | *Trouble: As per agricultural world. | ||
− | *Friction: | + | *Friction: 4 |
*Notes: The animals bred here are for byproducts only. They get really serious if people start selling animals for meat. | *Notes: The animals bred here are for byproducts only. They get really serious if people start selling animals for meat. | ||
**There is one TL4 good that Inari makes, and they make the best in the State. They can produce unparalleled hydroponics systems. | **There is one TL4 good that Inari makes, and they make the best in the State. They can produce unparalleled hydroponics systems. | ||
− | **The Laughing Buddha Modular Hydroponic Farm weighs | + | **The Laughing Buddha Modular Hydroponic Farm weighs 20 tons when packed for transport, and costs 100,000cr. It includes four modules, each of which requires roughly half of a barn worth of space when put together. Each module is enough to feed 75 people once it is running continuously. Setup requires the addition of a great deal of water and biomass, which should be easily available in most environments, and a continuous (but not necessarily high-intensity) power source. The hydroponics facility requires maintenance from someone with Tech/Medical or Science skills and access to the manual. |
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As an almost entirely spacefaring society, the Reef is TL4 and has a substantial navy. | As an almost entirely spacefaring society, the Reef is TL4 and has a substantial navy. | ||
+ | The population of the reef is uncertain, but probably close to a billion. | ||
'''Vital Statistics''' | '''Vital Statistics''' | ||
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*Government: Local Town-Hall Democracy plus system-wide Cybersynacy, effectively a client state of Nyx. | *Government: Local Town-Hall Democracy plus system-wide Cybersynacy, effectively a client state of Nyx. | ||
*Laws & Restrictions: Weapons are restricted to shipboard-appropriate. Strong physical security measures. | *Laws & Restrictions: Weapons are restricted to shipboard-appropriate. Strong physical security measures. | ||
− | *Population: | + | *Population: 1B |
*Languages: English plus others | *Languages: English plus others | ||
*Technology: TL4 | *Technology: TL4 | ||
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'''Trade''' | '''Trade''' | ||
− | *Supply & Demand: -2 | + | *Supply & Demand: -2 Mineral, -1 Tool, +1 Luxury, +2 Livestock. |
*Goods: 1. Fusion Plants. 2. Metal Ingots, Common. 3. Metal Ingots, Rare Alloys. 4. Tools, Astronautic. 5. Tools, Industrial. 6. Parts, Starship Maintenance. 7. Housewares, Postech. 8. Colonial Materials. 9. Clothing. 10. Parts, Basic Industry. | *Goods: 1. Fusion Plants. 2. Metal Ingots, Common. 3. Metal Ingots, Rare Alloys. 4. Tools, Astronautic. 5. Tools, Industrial. 6. Parts, Starship Maintenance. 7. Housewares, Postech. 8. Colonial Materials. 9. Clothing. 10. Parts, Basic Industry. | ||
*Trouble: As per industrial world. | *Trouble: As per industrial world. | ||
− | *Friction: | + | *Friction: 3 |
*Notes: Purchases are exceptionally easy here. Sales are by-the-book difficulty without local contacts. | *Notes: Purchases are exceptionally easy here. Sales are by-the-book difficulty without local contacts. | ||
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=== Sisters === | === Sisters === | ||
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*Government: Various Primitive | *Government: Various Primitive | ||
*Laws & Restrictions: Purely local | *Laws & Restrictions: Purely local | ||
− | *Population: | + | *Population: 1B/1B/1B |
*Languages: Spanish, Afrikaans, Arabic. | *Languages: Spanish, Afrikaans, Arabic. | ||
− | *Technology: | + | *Technology: 1.5B TL0, 1.5B TL1. That is the natural TL, no Prometheus Project has begun yet. |
*Fleets: 2 1st-generation Non-Militarized Shuttles per world, total of 6. | *Fleets: 2 1st-generation Non-Militarized Shuttles per world, total of 6. | ||
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*Government: Nepotocracy | *Government: Nepotocracy | ||
*Laws & Restrictions: Highly Repressive | *Laws & Restrictions: Highly Repressive | ||
− | *Population: | + | *Population: 4B |
*Languages: Russian | *Languages: Russian | ||
− | *Technology: | + | *Technology: 2B TL3, 2B TL4, Prometheus Project estimates 5 years to full TL4 status. |
*Fleets: 5 Militarized Frigates (1st and 2nd generation.) 10 Non-Militarized Shuttles. | *Fleets: 5 Militarized Frigates (1st and 2nd generation.) 10 Non-Militarized Shuttles. | ||
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=== Blue Heaven === | === Blue Heaven === | ||
− | This is, in fact, a remarkably beautiful world. The Scream and the Silence hit it extremely hard, and it was apparently not fully colonized at the time. It has very slowly increased its population, civilization, and tech level on its own ever since hitting bottom. | + | This is, in fact, a remarkably beautiful world. The Scream and the Silence hit it extremely hard, and it was apparently not fully colonized at the time. It has very slowly increased its population, civilization, and tech level on its own ever since hitting bottom. There are now around a billion people on this world, and it is generally a low TL2. The locals can make antibiotics, steam engines, factories, telegraphs, and firearms, but internal combustion engines and radio are not universally available. |
It's viewed as a sleepy backwater, and that is a fairly accurate impression. The two largest governments on the planet have each been given a pair of spike-drive equipped shuttles, and State personnel to maintain them. There are no space stations, but space ports exist in the sense that there are large clear areas near several major cities, with port authorities to count crates and write your name down on a list. Remarkably, there are no current trade restrictions. The governments here value a laissez-faire approach to things, and the State has largely respected this local practice. Blue Heaven is attempting to bootstrap itself up to TL3 without government intervention, by letting market actors hire outside experts and outside businesses set up on the planet. They are suspicious of the way the State provides training for Psychics, but willing to tolerate it since they don't have a better option. | It's viewed as a sleepy backwater, and that is a fairly accurate impression. The two largest governments on the planet have each been given a pair of spike-drive equipped shuttles, and State personnel to maintain them. There are no space stations, but space ports exist in the sense that there are large clear areas near several major cities, with port authorities to count crates and write your name down on a list. Remarkably, there are no current trade restrictions. The governments here value a laissez-faire approach to things, and the State has largely respected this local practice. Blue Heaven is attempting to bootstrap itself up to TL3 without government intervention, by letting market actors hire outside experts and outside businesses set up on the planet. They are suspicious of the way the State provides training for Psychics, but willing to tolerate it since they don't have a better option. | ||
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*Government: Minarchy | *Government: Minarchy | ||
*Laws & Restrictions: Whatever. | *Laws & Restrictions: Whatever. | ||
− | *Population: | + | *Population: 1B |
*Languages: English, Mandarin | *Languages: English, Mandarin | ||
− | *Technology: | + | *Technology: TL2. Prometheus Project begins this year. |
*Fleets: 4 non-militarized shuttles, 1st Generation. | *Fleets: 4 non-militarized shuttles, 1st Generation. | ||
'''Trade''': | '''Trade''': | ||
− | *Supply & Demand: -2 Agriculture, -1 | + | *Supply & Demand: -2 Agriculture, -1 Sapient, +1 Tools, +2 Military. |
*Goods: 1. Drugs, Raw Materials. 2. Housewares, Basic. 3. Livestock, Common. 4. Metawheat. 5. Native Artwork. 6. Slaves. 7. Small Arms, Projectile Weapons. 8. Tools, Basic Hand Tools. 9. Fine Liquor. 10. Pretech Junk. | *Goods: 1. Drugs, Raw Materials. 2. Housewares, Basic. 3. Livestock, Common. 4. Metawheat. 5. Native Artwork. 6. Slaves. 7. Small Arms, Projectile Weapons. 8. Tools, Basic Hand Tools. 9. Fine Liquor. 10. Pretech Junk. | ||
*Trouble: As per a savage world. | *Trouble: As per a savage world. | ||
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*Government: Federation of democratic city-states, strongly technocratic. | *Government: Federation of democratic city-states, strongly technocratic. | ||
*Laws & Restrictions: Varies by individual polity. | *Laws & Restrictions: Varies by individual polity. | ||
− | *Population: | + | *Population: .5B |
*Languages: Afrikaans, French, Arabic | *Languages: Afrikaans, French, Arabic | ||
*Technology: TL3 | *Technology: TL3 | ||
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'''Trade''' | '''Trade''' | ||
− | *Supply & Demand: -2 | + | *Supply & Demand: -2 Luxury, -1 Agricultural, +1 Postech, +2 Military. |
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=== Unknown System === | === Unknown System === | ||
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Pre-scream, there was a Mandate mecha base in a system called Shadowfax. The known drill route started out in Sisters (03.05) and went two hexes directly south (03.07). The facility was on the third planet out from the sun. There are no drill charts for this route. [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17663582#post17663582 OOC2-125] | Pre-scream, there was a Mandate mecha base in a system called Shadowfax. The known drill route started out in Sisters (03.05) and went two hexes directly south (03.07). The facility was on the third planet out from the sun. There are no drill charts for this route. [http://forum.rpg.net/showthread.php?717974-Stars-Without-Number-Volume-II-Space-Oddity&p=17663582#post17663582 OOC2-125] | ||
− | == | + | == Survey Claim Map & Notes == |
+ | *[[Oneiros Beta]] | ||
=== Guild of Cartographers Map === | === Guild of Cartographers Map === | ||
[[File:Sector claim map.jpg]] | [[File:Sector claim map.jpg]] | ||
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=== Revised Sector Map === | === Revised Sector Map === | ||
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[[File:Revised_System_List.jpg]] | [[File:Revised_System_List.jpg]] | ||
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− | + | === Black House contract re: Oneiros Beta === | |
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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. | 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. | ||
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(*) 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. | (*) 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. | ||
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== House Rules == | == House Rules == | ||
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*When a character gains a level and spends skill points, they must deal with the training time and cost. They should consult the table in the character advancement chapter, and add together the training cost for all skills they are training. Spend this amount. For every five hundred credits so spent, training takes one week. Training must be done at a venue where training of that type and level is available. When leveling, players should post their advancement plans and I'll inform them of any skills that will require time at different venues. | *When a character gains a level and spends skill points, they must deal with the training time and cost. They should consult the table in the character advancement chapter, and add together the training cost for all skills they are training. Spend this amount. For every five hundred credits so spent, training takes one week. Training must be done at a venue where training of that type and level is available. When leveling, players should post their advancement plans and I'll inform them of any skills that will require time at different venues. | ||
*While training, players can specify one skill they are raising to 1 or higher to use for a research project. This is a skill roll that can be rerolled using an Expert's unique power, to determine things like useful information, lost/proprietary drill routes, blackmail material on NPC's, etcetera. The GM always has the right to veto a project and request that you pick another one. | *While training, players can specify one skill they are raising to 1 or higher to use for a research project. This is a skill roll that can be rerolled using an Expert's unique power, to determine things like useful information, lost/proprietary drill routes, blackmail material on NPC's, etcetera. The GM always has the right to veto a project and request that you pick another one. | ||
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=== Weaponry === | === Weaponry === | ||
*Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower. | *Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower. | ||
− | *Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces. Note their very poor range. Additionally, they perform poorly against armor. When attacking any vehicle with an Armor rating, they deal only half damage. Damage is halved | + | *Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces. Note their very poor range. Additionally, they perform poorly against armor. When attacking an enemy with good armor (Combat Field Uniforms or better), or any vehicle with an Armor rating, they deal only half damage. Damage is halved before applying Armor. Armors of less than TL4 will not usually be able to resist Spike Throwers in this way. |
*Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact. They rip vacc suits like the Suit Ripper on page 35. They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed. | *Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact. They rip vacc suits like the Suit Ripper on page 35. They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed. | ||
− | *Mag pistols and mag rifles are the signature military technologies of humanity. They tend to mitigate the effects of cover. They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.) They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy. | + | *Mag pistols and mag rifles are the signature military technologies of humanity. They tend to mitigate the effects of cover. They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.) They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy. They will also blast neat holes through enemies; ''mag rifles or pistols are not limited to killing one enemy per shot when attacking a horde or swarm.'' |
*Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.) | *Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.) | ||
**Each Readied grenade takes up 1 encumbrance by itself. | **Each Readied grenade takes up 1 encumbrance by itself. | ||
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**They're actually pretty expensive. You guys have enough money that it won't be an issue, though. If we haven't added an Armory to the ship then we will at the next opportunity, and that will cover it. | **They're actually pretty expensive. You guys have enough money that it won't be an issue, though. If we haven't added an Armory to the ship then we will at the next opportunity, and that will cover it. | ||
− | + | === Melee & Ranged Weapons === | |
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*Longarms are the weapon of choice for most large-scale infantry actions, but other weapons have their uses. Specifically, melee weapons have an advantage in melee combat. | *Longarms are the weapon of choice for most large-scale infantry actions, but other weapons have their uses. Specifically, melee weapons have an advantage in melee combat. | ||
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*Pistols can be fired into a melee safely if the pistol-wielder is part of the melee. They do not receive a penalty to hit, but melee-armed enemies will receive a +2 bonus to hit the pistol-wielder. | *Pistols can be fired into a melee safely if the pistol-wielder is part of the melee. They do not receive a penalty to hit, but melee-armed enemies will receive a +2 bonus to hit the pistol-wielder. | ||
− | + | === New Weapons === | |
*Some pistols are designed to be concealed. They will usually have less range and ammunition capacity, but in return can be hidden beneath normal clothing. Costs are the same as for the larger version. Some worlds allow open carry but not concealed carry; Culture/Traveler 0 and access to a planetary data network will be sufficient to forewarn PCs who think to ask the GM what the local weapon laws are. For double cost, these weapons will defeat TL3 security scans and can only be found with a pat-down search. Even then, the dedicated PC might find ways of hiding them. | *Some pistols are designed to be concealed. They will usually have less range and ammunition capacity, but in return can be hidden beneath normal clothing. Costs are the same as for the larger version. Some worlds allow open carry but not concealed carry; Culture/Traveler 0 and access to a planetary data network will be sufficient to forewarn PCs who think to ask the GM what the local weapon laws are. For double cost, these weapons will defeat TL3 security scans and can only be found with a pat-down search. Even then, the dedicated PC might find ways of hiding them. | ||
**Concealable Mag Pistols have a four round ammunition capacity and a range of 20/40. | **Concealable Mag Pistols have a four round ammunition capacity and a range of 20/40. | ||
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Note: Culture/World specifically means a world, it does not include spacer, traveler, criminal, et cetera. | Note: Culture/World specifically means a world, it does not include spacer, traveler, criminal, et cetera. | ||
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=== Trade === | === Trade === | ||
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*Successful Trade, whether purchase or sale, usually requires at least a couple days on-planet. This may vary depending on what you are purchasing or selling, how much of it, and where. On TL3 or 4 planets where electronic bills of lading and so forth are available, Trade can be done rapidly. On lower-tech worlds, time may be required for buyers to come and go. | *Successful Trade, whether purchase or sale, usually requires at least a couple days on-planet. This may vary depending on what you are purchasing or selling, how much of it, and where. On TL3 or 4 planets where electronic bills of lading and so forth are available, Trade can be done rapidly. On lower-tech worlds, time may be required for buyers to come and go. | ||
*I usually don't stack modifiers for supply and demand. Instead, I use the most specifically applicable modifier. | *I usually don't stack modifiers for supply and demand. Instead, I use the most specifically applicable modifier. | ||
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== Style Guide == | == Style Guide == | ||
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*[[Back in Black: Style Guide]]. | *[[Back in Black: Style Guide]]. | ||
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== Thread Index == | == Thread Index == | ||
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*[http://forum.rpg.net/showthread.php?698159-Stars-Without-Number-Back-in-Black IC Volume I] | *[http://forum.rpg.net/showthread.php?698159-Stars-Without-Number-Back-in-Black IC Volume I] | ||
*[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black OOC Volume I] | *[http://forum.rpg.net/showthread.php?698152-Stars-Without-Number-Back-in-Black OOC Volume I] | ||
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