Proteus

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This is the wiki page for the play-by-post FATE game, Delusions of Grandeur using the FATE core rules as hacked by Reality Glitch.

Threads

Recruitment Thread

Thread

Out Of Character Thread

OOC

In Character Thread

IC

Campaign House Rules

  • Refresh Rate: 6
  • Starting Aspects:
    • (High Concept)
    • (Trouble)
    • (Origin)
    • (History)
  • Skill Points: 21
  • Stunts: 0
  • Extras
  • Anti-Stunts: up to 3
  • Gear Aspects: Allowed

PCs

Leroy Camden

Played by Enigmatic One

Aspects

  • M.U.R.C.A. Special Operative (High Concept)
  • Superiors With Questionable Decisions and Motives (Trouble)
  • Raised in a Hostile Environment (Origin)
  • In Deep with the Mob (History)
  • Advanced Armaments (Guest Star with: Nepene's Grey)
  • Picky Standards for Partners (Crossing Paths with: Captain Shaw)

Skills:

  • Superb (+5): Athletics
  • Great (+4): Combat
  • Good (+3): Physique
  • Fair (+2): Investigate, Provoke, Will
  • Average (+1): General Knowledge, Stealth, Survival

Stunts:

  • Lightning Acquisition: Use Athletics in place of Burglary when your ability with parkour and/or physical agility would make a significant difference.
  • Heavy Hitter: When you succeed with style on a Combat overcome and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.


Anti-Stunts:

Consequences:

  • Physical: Minor, Mild, Medium
  • Mental: Minor, Mild
  • Social:
  • Wealth:
  • Mana:
  • Generic: Minor, Mild, Medium, Moderate, Major, Severe

Other Extras:

Refresh: 4

Captain Martin Shaw

Played by Meriss

Aspects:

  • Crusty River Boat Captain: (High Concept)
  • Grumpy Old Man (Trouble)
  • Born and Raised in the Void (Origin)
  • "I've Seen this all Before": (History)
  • Expecting Something More Alien: (Guest Star: Claud Burns)
  • "I'm Not Antisocial, I'm Anti-Stupid." (Crossing Paths with: Leroy Camden)

Skills:

  • Fantastic (+6):
  • Superb (+5): Contacts
  • Great (+4): General Knowledge
  • Good (+3): Hardware, Survival
  • Fair (+2): Combat Provoke
  • Average (+1): Will, Physique

Stunts:

  • [-1] Mechanic on Retainer: Use Contacts in place of Hardware to recover recover physical consequences to a ship.
  • [-1] "I Know the Black": +2 to General Knowledge checks about specific spacial phenomena.
  • [-1] Lightning Rod: You may invoke your own mental consequences on Provoke rolls to Overcome someone elses mental stress track.

Anti-Stunts:

  • [+1] Gallant Gentleman: Those who you find femininely attractive get +2 to Rapport against you.

Consequences:

  • Physical: Minor
  • Mental: Minor
  • Social:
  • Wealth:
  • Mana:
  • Generic: Minor, Mild, Medium, Moderate, Major, Severe

Other Extras:

Refresh: 4

Claud Burns

Played by Nepene

Aspects:

  • Proteus Xeno-Researcher (High Concept)
  • My Ex is a Microbial Super Intelligence (Trouble)
  • Shipboard Socialite (Origin)
  • Proteus Temple of Doom (History)
  • Wrenches are Better than Wires (Guest Star: Alice)
  • Hot Heart of Flesh (Crossing Paths: Alice)

Skills:

  • Fantastic (+6): Xeno Contacts
  • Superb (+5): Software
  • Great (+4): Rapport
  • Good (+3): Survival
  • Fair (+2): Physique
  • Average (+1): Will

Stunts:

  • [-1] Background Check +2 to Notice with Empathy when observing personal records rather than the person themselves.
  • [-1] Programmer-Armsmench. Use Program instead of Shoot for attacks using automated weapon systems you’ve programmed.
  • [-1] Proteus Intel You’re an expert on the Protei—which is rare given how little tolerance they have for others knowing about them in detail. Gain a +2 on Xeno-Contact rolls when knowledge of Proteus is a decisive factor.
  • [-1] Xeno-Tactician Use Xeno-contacts instead of Athletics to defend when knowledge of the tactics and ways of fighting of an alien is a decisive factor.
  • [-1] Zero Day Exploit You have written or discovered an exploit that no one else is aware of and that affects a large number of systems. Once per session, for 1 fate point, you can intrude upon a particular system without initiating a contest, unless the GM rules the system is too unique or well-defended.

Anti-Stunts:

  • [+1] Exploitable Awareness -2 to Notice with Stealth when the opponent has inside information on you.
  • [+1] Proteus Lover. Proteus, or any sufficiently Proteus rich alien gets +2 to Rapport against you.
  • [+1] Things Mortals Were Not Meant to Know Opponents have a free invocation on aspects you place when you Create an Advantage using Xeno-Contacts. If you tie, both you and they gain a boost.

Consequences:

  • Physical: Minor, Mild
  • Mental: Minor
  • Social: Minor, Mild, Medium, Moderate
  • Wealth:
  • Mana:
  • Generic: Minor, Mild, Medium, Moderate, Major, Severe

Other Extras:

Refresh: 4

AL-1S/9+1 (a.k.a. Alice)

Played by Callooh Callay

Aspects:

  • High-Tech Gynoid Shinobi (High Concept)
  • Cold Heart of Iron (Trouble)
  • Not Complaint with Asimov's Laws (Origin)
  • No Longer in the Revenge Business (History)
  • Shipboard Secretary (Guest Star with: Captain Martin Shaw)
  • "I'm (Not) Just another Alice." (Crossing Paths with: Captain Martin Shaw)

Skills:

  • Fantastic (+6):
  • Superb (+5): Stealth
  • Great (+4): Combat
  • Good (+3): Athletics, Physique
  • Fair (+2): Burglary, Hardware
  • Average (+1): Investigate, Will

Stunts:

  • [-1] Cloaking Tech. [Attached Gear] Once per scene, by spending a fate point, you can vanish while in plain sight by projecting a hologram of your surroundings onto yourself. This places the Vanished boost on you. While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an Notice roll with Stealth or Investigate to suss out where you went (basically meaning they have to give up an exchange to try). This aspect goes away as soon as you invoke it, or someone makes that Notice roll.
  • [-1] Hide in Plain Sight You use Stealth instead of Deceive to put on a pretense meant to convince others to ignore you.
  • [-1] Breaking and Entering Gain +2 on Burglary actions when trying to non-magically bypass security on doors, airlocks, ventilation systems, and assorted portals.

Anti-Stunts:

Consequences:

  • Physical: Minor, Mild, Medium
  • Mental: Minor
  • Social:
  • Wealth:
  • Mana:
  • Generic: Minor, Mild, Medium, Moderate, Major, Severe

Other Extras:

Refresh: 4

The Ship

The Verse Backstory

Having survived several world disasters, from 9/11 to the Trump years to WW3 to even interstellar war once humanity colonized the stars, the United States of America finally fell when it hit economic collapse with the majority of rest of Earth's nations due to fuel shortages.

Despite the abundance of new and resource-rich planets constantly being discovered, human F.T.L. travel was no longer robust enough to quickly and efficiently transport the materials across interstellar distances. In the wake of this collapse its people coalesced into a wide variety of much smaller planet-states that stood against each other; the relative isolation of each creating senses of xenophobia. There were a few of these planet-states, however, that prospered under the guidance of local alien populations.

Decades later, the inter-planetary nations that still lived (or had come into being since the collapse) began the first galaxy-wide human-on-human conflict. In an attempt to survive, if not even win GW1, the once isolated planets along with allied alien species formed an agreement with the Swedish Armistice Federation of Euro-Terran Yeoman to be granted access to their improved F.T.L. technology in exchange for protecting S.A.F.E.T.Y. interests in the war. (Namely keeping as much out of the war as possible while expanding their territory.)

The war ended shortly after the discovery of inter-galactic travel, which, in addition to allowing less strongly involved parties leave the conflict all together, brought in new venues of resources, enough that most parties felt it was easier/more efficient to go after those instead of fighting of what was left in the Milky-Way. Once official treaties had been signed, S.A.F.E.T.Y. and those who had agreed to fight on their behalf formed a single national sovereign: the Multicultural Utilitarian Revivalist and Collaboration Association.

M.U.R.C.A.'s first century-and-a-half was a golden age that ended in a gradual decline in economic growth over the next 50 years due to hostile natives in, and prior claim to, the nearest galaxies. In an attempt to avoid stagnation, M.U.R.C.A. made the first trip outside of the Virgo cluster. This turned out to be both a boon and a bane as not only were almost half of the native population citizens of a rather open and friendly sovereign, but that there was a powerful new resource (new to the Milky Way natives at least): this was the microbial lifeform know simply as .... Proteus

About the Setting

Proteus is an I.P. I'm developing with a couple of my friends (who may or may not join this game). Location-wise it is loosely based on the real-life galaxy I-Zwicky 18. The main conflict in the region is over the very powerful resource known as the Protei (singular Proteus), which are known to have precognatove properties. It is up to the group to decide whether they'll be a part of that or a be operating in a spin-off series.

Proteus as a setting is meant to be able to be a combination of hard sci-fi, science-fantasy, and traditional fantasy. Which elements of each will be used is based on game creation and individual character design.

At the default time period, humans are a relatively new development, having first arrived in the galaxy only 6-12 Earth years ago. They are still a divided people with the most prominent sovereign being the Multicultural Utilitarian Revivalist and Collaboration Association (formed from the remains of the E.U., Britain, American, Japan, parts of Russia, and several smaller Earth and alien powers); which is also trying to form positive relations with the major political players in this galaxy.

The most prominent native power is the Counciled Contingent Confederacy. It is made up of a couple-dozens of species and planets that are represented on a council who governs inter-contingent matters while leaving intra-contingent matters (including council-member appointment) to be handled by their respective local governments.

Proteus is a species of protei with precognitive abilities. While not that great in single cells, it grows in power proportionally to the size of a given colony; as does their intelligence, reaching human-level while approximately human-sized. At this level the information their precognition generates can be harvested for various purposes, including as a renewable energy source.

That should be enough information to start, but I'll post more if you want your character to be more tied-in to that part of the lore.

Actions

  • Overcome (attacking someone is overcoming their stress track)
  • Create an Advantage
  • Defend
  • Notice

Skills

  • Athletics
  • Burglary
  • Contacts
  • Deceive
  • Empathy
  • Essence (strength of ones souls)
  • Combat
  • General Knowledge (exactly what it says on the tin)
  • Hardware (build, repair, and sabotage machinery)
  • Investigate
  • Medicine (For healin', yo!)
  • Physique
  • Provoke
  • Rapport
  • Resources
  • Software (build, repair, and sabotage digital and magical code)
  • Stealth
  • Survival
  • Vessels (Drive, but for any kind of transport)
  • Will
  • Xeno-Contacts (works as General Knowledge, Medicine, and Software, but for alien knowledge, physiologies, and magic)