Difference between revisions of "Stars Without Number: The High and the Mighty"

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(Agmundr Kjærstad (Atlictoatl))
(Erasmus Asgeirsson (Vektunaxa))
 
(199 intermediate revisions by 22 users not shown)
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= Heroes =
 
= Heroes =
 
The Player Characters and their Henchmen
 
The Player Characters and their Henchmen
 +
 +
*'''Clan:''' Jotunn
 +
*'''Estate:''' Muspelheim
  
 
== Agmundr Kjærstad (Atlictoatl) ==
 
== Agmundr Kjærstad (Atlictoatl) ==
*Warrior 1
+
*Warrior 3
*XP: 0/2000
+
*XP: 4500/8000
 
*Background: Noble
 
*Background: Noble
 
*Training: Marine Officer (Skyward Steel)
 
*Training: Marine Officer (Skyward Steel)
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his battalion. While he has not yet achieved that distinction, being assigned to the Estate's space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.
+
*Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate's space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.
 
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.
 
*Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.
 
*Languages: English, Norwegian, Hindustani, Mandarin
 
*Languages: English, Norwegian, Hindustani, Mandarin
Line 26: Line 29:
 
'''Skills'''
 
'''Skills'''
 
*Combat/Energy Weapons 0
 
*Combat/Energy Weapons 0
*Combat/Gunnery 0
+
*Combat/Gunnery 1
 
*Combat/Melee 1
 
*Combat/Melee 1
 
*Culture/New Eden 0
 
*Culture/New Eden 0
Line 33: Line 36:
 
*Perception 0
 
*Perception 0
 
*Persuade 1
 
*Persuade 1
*Tactics 0
+
*Tactics 2
 +
 
 +
Banked Skill Points: 1
  
 
'''Combat'''
 
'''Combat'''
Line 39: Line 44:
 
*HP: 18/18
 
*HP: 18/18
 
*Init: -1
 
*Init: -1
*MR:  
+
*MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat
*Primary Ranged Attack: Laser Rifle (burst), +4 to hit, 1d10+2, 300/500' range, 3 ammo/burst, 20/20 magazine
+
*Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400' range, 3 ammo/burst, 15/15 magazine
*Secondary Ranged Attack: Laser Rifle (single shot), +2 to hit, 1d10, 300/500' range
+
*Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400' range
*Tertiary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50' range, 5/5 magazine
+
*Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350' range, 3/3 magazine
 +
*Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50' range, 5/5 magazine
 
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage
 
*Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage
 
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage
 
*Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage
 +
*Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage
 
*Special Attack:
 
*Special Attack:
 
*Saves
 
*Saves
Line 56: Line 63:
  
 
Worn Shipboard
 
Worn Shipboard
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool
+
*Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool, Lazarus Patch
 
*Stowed items (10/10 free): None
 
*Stowed items (10/10 free): None
  
 
Worn Exploring
 
Worn Exploring
*Readied items (0/5 free): Pilot suit, Monoblade, Laser rifle (2/2), Backpack
+
*Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc), Lazarus Patch
*Stowed items - backpack (0/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Survival kit, Lazarus Patch, Metatool, Climbing harness, Grapnel launcher, 40' rope, Grenade
+
*Stowed items - backpack (3/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch, Metatool, Spy Eye (2 enc)
  
 
Other Owned
 
Other Owned
Line 72: Line 79:
 
*Mass: 0/6 free
 
*Mass: 0/6 free
 
*Cost: 228,000
 
*Cost: 228,000
*Armor: 12 (against non-gunnery weapons)
+
*Armor: 12/12 (against non-gunnery weapons)
 
*AC: 2
 
*AC: 2
*Speed: 4 (20 meters)
+
*Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes
 
*HP: 30/30
 
*HP: 30/30
*Mech Weapon: Anti-Vehicle Laser +2 to hit, 3d8+2, 500/1k range, AP 10
+
*Mech Weapon: Anti-Vehicle Laser +4 to hit, 3d8+2, 500/1k range, AP 10
*Mech Weapon: Rocket Launcher +2 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.
+
*Mech Weapon: Rocket Launcher +4 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.
*Side Weapon: Monoblade +1 to hit, 2d6+2
+
*Side Weapon: Monoblade +2 to hit, 2d6+2
 
*Mech Fitting: Ammunition Cells
 
*Mech Fitting: Ammunition Cells
 
*Mech Fitting: Polyspectral Sensors
 
*Mech Fitting: Polyspectral Sensors
Line 85: Line 92:
 
Start with no henchmen
 
Start with no henchmen
  
== Ofeig Sigurdsson (Caias Ward) ==
+
== Sanso Johansen (Nicias) ==
*Expert 1
+
*Warrior 3
*XP: 0/1500
+
*XP: 4500
*Background: Noble
 
*Training: Signal Officer
 
*Bio: Ofeig would have been a footnote in his family line except for his terrible tenacity. Part of a petty squabble, he was targeted for an assassination at a young age. Defying the odds, he survived the attempt despite his terrible injury to a muscle degenerating poison which requires braces outside his suit mech. He's taken to diplomacy as a means to make up for his physical shortcomings.
 
*Description:
 
 
 
'''Attributes'''
 
*Str: 7 (-1)
 
*Dex: 10
 
*Con: 10
 
*Int: 14 (+1)
 
*Wis: 14 (+1)
 
*Cha: 18 (+2)
 
 
 
'''Skills'''
 
*Burearcracy 0
 
*Combat (Energy Weapons) 0
 
*Combat (Gunnery) 0
 
*Combat (Primitive Weapons) 0
 
*Computer 0
 
*Culture/Traveler 0
 
*Culture/World 0
 
*Exosuit 0
 
*Language 0
 
*Leadership 0
 
*Persuade 1
 
*Security 0
 
*Tech/Astronautic 0
 
 
 
'''Combat'''
 
*AC:
 
*HP: 16/16
 
*Init:
 
*MR:
 
*Primary Ranged Attack:
 
*Secondary Ranged Attack:
 
*Primary Melee Attack:
 
*Secondary Melee Attack:
 
*Special Attack:
 
*Saves
 
**Physical
 
**Mental
 
**Evasion
 
**Tech
 
**Luck
 
 
 
=== Mecha ===
 
Start with a Suit Mech
 
 
 
=== Henchman ===
 
Start with no henchmen
 
 
 
== Sanso Lastname (Nicias) ==
 
*Warrior 1
 
*XP: 0/2000
 
 
*Background: Noble
 
*Background: Noble
 
*Training: Commando
 
*Training: Commando
 
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He's still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.
 
*Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He's still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.
 
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.
 
*Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.
*Languages: English, [SpaceViking], [Reserved]
+
*Languages: English, Norwegian, [Reserved]
 
*Player: Nicias
 
*Player: Nicias
  
Line 160: Line 113:
 
*Banked: 0
 
*Banked: 0
  
*Athletics 0
+
*Athletics 1
*Combat/Melee 1
+
*Combat/Melee 2
*Combat/Projectile 0
+
*Combat/Primitive 0
 +
*Combat/Projectile 1
 
*Culture/New Eden
 
*Culture/New Eden
 
*Culture/Spacer 0
 
*Culture/Spacer 0
*Exosuit 0
+
*Exosuit 1
 
*Leadership 0
 
*Leadership 0
 
*Persuade 0
 
*Persuade 0
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'''Combat'''
 
'''Combat'''
*AC:
+
*AC: Unarmored 7, Undersuit 5, Pilot/CFU 2
*HP: 19/19
+
*HP: 20/20
 
*Init: +2
 
*Init: +2
*MR:
+
*MR: 10/20
*Primary Ranged Attack:
+
*Primary Ranged Attack: Mag Rifle
*Secondary Ranged Attack:
+
*Secondary Ranged Attack: Mag Pistol
*Primary Melee Attack:
+
*Primary Melee Attack: Monoblade
*Secondary Melee Attack:
+
*Secondary Melee Attack: Kinesis Wraps
 
*Special Attack:
 
*Special Attack:
 
*Saves
 
*Saves
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**Tech 16
 
**Tech 16
 
**Luck 13
 
**Luck 13
 +
 +
=== Equipment ===
 +
 +
'''Exploring'''
 +
*Readied: (0/5 Free) Pilot Suit (0), Compad (*), Monoblade, Spike Thrower (2), Low-Light Goggles, Backpack
 +
*Stowed: (0/10 Free) Binoculars, Mag Pistol, Glowbug x5, Sniper Rifle (2), Climbing Harness, Grapnel Launcher, Survival Kit, Binder Satchel, 40m TL4 Rope, Sleep Grenade, Antisomnix
 +
 +
'''New Eden'''
 +
*Readied: (2/5 Free) Armored Undersuit (0), Compad (*), Monoblade, Kinesis Wraps (Boots and Gloves), Pulse Transmitter
 +
*Sometimes, in appropriate situations, may bring mag pistol or sleep grenade(s) for sidearm, but will note.
 +
 +
'''Foreign Stations'''
 +
*Readied: (2/5 Free) Armored Undersuit (0), Compad (*), Monoblade, Kinesis Wraps (Boots and Gloves), Mag Pistol (if permitted)
 +
 +
'''Weapons'''
 +
*Monoblade (Damage 2d6, Range 6/9, TL4)
 +
*Kinesis Wraps (Damage 1d2+2, TL4)
 +
*Void Carbine
 +
*Spike Thrower
 +
*Mag Pistol
 +
*Mag Rifle
 +
*Sniper Rifle
 +
 +
'''Armor'''
 +
*Pilot Suit (AC4, Encumbrance 0, TL5, link with compad)
 +
*Armored Undersuit (AC7, Encumbrance 0, TL4)
 +
*Combat Field Uniform (AC4, Encumbrance 0, TL4)
 +
 +
'''Other Gear'''
 +
*Atmofilter
 +
*Backpack (TL4)
 +
*Binoculars (TL4)
 +
*Compad
 +
*Climbing Harness
 +
*Glowbug x10
 +
*Grapnel launcher
 +
*Grav Chute (TL4)
 +
*Low-Light Goggles
 +
*Rope (TL4, 120 meters)
 +
*Survival kit
 +
*Thermal flare
 +
*Antisomnix x3
 +
*Binder Satchel x3
 +
*Pulse Transmitter
 +
*Sleep Grenade x5
  
 
=== Mecha ===
 
=== Mecha ===
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*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)
 
*Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)
 
*Hitpoints: 30
 
*Hitpoints: 30
*AC: 2
+
*AC: 1
 
*Power 7/11, Free Mass 6/6, Hardpoints 1/2
 
*Power 7/11, Free Mass 6/6, Hardpoints 1/2
  
Line 200: Line 199:
  
 
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1)  
 
*Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1)  
**(+4 to hit, 1d12+2 damage, Melee, AP10)
+
**(+4 to hit, 1d12+3 damage, Melee, AP10)
 +
 
 +
*Sidearm: Spike Thrower
 +
** (+4* to hit, 3d8**+2* damage, Range 20(10h)/40(20h), Ammo 9/15
 +
** * +6 to hit and +4 damage with burst fire
 +
** ** 2d8 versus moderate armor and 1d8 versus heavy armor, see house rules
  
 
(Named for a famous Terran detective and warrior-prince.)
 
(Named for a famous Terran detective and warrior-prince.)
Line 209: Line 213:
 
== Carla Danger (thirdkingdom) ==
 
== Carla Danger (thirdkingdom) ==
 
*Warrior 1
 
*Warrior 1
*XP: 0/2005
+
*XP: 4500/8000
 
*Background: Noble
 
*Background: Noble
 
*Training: Space Marine
 
*Training: Space Marine
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'''Skills'''
 
'''Skills'''
*Banked Skill points: 0
+
*Banked Skill points: 3
  
 
*Combat/Energy Weapon 0
 
*Combat/Energy Weapon 0
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*Culture/Spacer 0
 
*Culture/Spacer 0
 
*Exosuit 1
 
*Exosuit 1
*Leadership 0
+
*Leadership 1
 
*Persuade 0
 
*Persuade 0
 
*Tech/Astronautics 0
 
*Tech/Astronautics 0
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=== Equipment ===
 
=== Equipment ===
 +
 +
'''Weapons'''
 +
*Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher
 +
 +
'''Armor'''
 +
*Pilot Suit (AC 4, Enc 1)
 +
*Armored Undersuit (AC 7, Enc 0)
 +
 +
'''Exploration Gear'''
 +
*Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)
 +
 +
'''Tools and Medicine'''
 +
*Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)
 +
 +
'''Personal Accessories'''
 +
*Compad, Dataslab (Enc 1)
 +
 +
'''Readied items'''
 +
*Armored undersuit, backpack, laser rifle, monoblade, lazarus patch
 +
 +
'''Stowed items'''
 +
*Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher
  
 
=== Mecha ===
 
=== Mecha ===
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*AC: 1
 
*AC: 1
 
*Speed: 4
 
*Speed: 4
*HP: 30
+
*HP: 28/30
  
 
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)
 
*Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)
Line 280: Line 306:
  
 
== Erasmus Asgeirsson (Vektunaxa) ==
 
== Erasmus Asgeirsson (Vektunaxa) ==
*Expert 1
+
*Expert 3
*XP: 0/1500
+
*XP: 4500/6000
 +
**2500 (IC 238)
 +
**4500 (IC 401)
 
*Background: Noble
 
*Background: Noble
 
*Training: Engineer
 
*Training: Engineer
 
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.
 
*Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.
 
*Description: Black hair, brown eyes. Tall and thin.
 
*Description: Black hair, brown eyes. Tall and thin.
 +
*Languages: English, Norwegian, Russian, Mandarin
 +
*Player: Vektunaxa
  
 
'''Attributes'''
 
'''Attributes'''
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*Computers 0
 
*Computers 0
 
*Culture/New Eden 0
 
*Culture/New Eden 0
 +
*Culture/Spacer 0
 
*Exosuit 0
 
*Exosuit 0
 
*Leadership 1
 
*Leadership 1
 
*Perception 0
 
*Perception 0
 
*Persuade 0
 
*Persuade 0
*Tech/Astronautics 1
+
*Tech/Astronautics 2
*Tech/Medical 0
+
*Tech/Medical 1
*Tech/Postech 0
+
*Tech/Postech 2
 
*Vehicle/Space 0
 
*Vehicle/Space 0
 +
*Science 0
  
 
'''Combat'''
 
'''Combat'''
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Start with no henchmen
 
Start with no henchmen
  
==  Remar Vargas (Heavy Josh) ==
+
==  Leif Störnuson (hedonismbot) ==
*Psychic 1
+
*Expert 3
*XP: 0/2000
+
*XP: 4500/6000
 +
*Background: Noble
 +
*Training: Signal Officer (Skyward Steel)
 +
*Bio: Leif has spent his short career as a communications officer in the merchant marine. Because of the fraught clan politics of shipping in orbit, this job is part unofficial diplomatic liaison (to jockey with other captains for docking priority and flight lanes), part business negotiator (to communicate directly with suppliers or buyers), but mostly computer-systems spy (peeling as much information as possible from ships from other clans). And so Leif's professional skills have developed along those lines.
 +
*Description: A long droopy moustache that extends past his chin, but otherwise his head is hairless. His slight frame is a result of the years he's spent away from the gravity on New Eden's surface, training and then working in space.
 +
*Languages: English, Norwegian, Spanish, Arabic
 +
*Player: hedonismbot
 +
 
 +
'''Attributes'''
 +
*Str: 7 (-1)
 +
*Dex: 10 (0)
 +
*Con: 10 (0)
 +
*Int: 18 (+2)
 +
*Wis: 14 (+1)
 +
*Cha: 14 (+1)
 +
 
 +
'''Skills'''
 +
* Bureaucracy 0
 +
* Business 1
 +
* Combat/Energy 0
 +
* Combat/Gunnery 0
 +
* Combat/Melee 0
 +
* Computer 2
 +
* Culture/New Eden 0
 +
* Culture/Spacer 1
 +
* Culture/Traveller 0
 +
* Exosuit 0
 +
* Language 0
 +
* Leadership 0
 +
* Persuade 1
 +
* Security 1
 +
* Tech/Astronautics 0
 +
 
 +
 
 +
Banked Skill Points 2
 +
 
 +
'''Combat'''
 +
*AC: 4 (Pilot Suit), 7 (Armoured Undersuit)
 +
*HP: 16
 +
*Init: 0
 +
*MR:
 +
*Primary Ranged Attack: Thermal Pistol (2d6, +2 to hit, Range: 25/50, Mag: 5)
 +
*Secondary Ranged Attack: N/A
 +
*Primary Melee Attack: N/A
 +
*Secondary Melee Attack: N/A
 +
*Special Attack: N/A
 +
*Saves
 +
**Physical 16
 +
**Mental 15
 +
**Evasion 12
 +
**Tech 11
 +
**Luck 14
 +
 
 +
'''Personal Equipment'''
 +
 
 +
*Weapons
 +
**Thermal Pistol (Enc 1)
 +
*Armor
 +
**Pilot Suit (AC 4, Enc 0)
 +
**Armored Undersuit (AC 7, Enc 0)
 +
 
 +
*Readied items (3/3)
 +
** Thermal Pistol
 +
** Pilot Suit (Enc 0)
 +
** Dataslab
 +
** Argus web
 +
** Compad (Enc *)
 +
 
 +
*Stowed items (2/7)
 +
** Survey Scanner
 +
** Translation torcs (Hindustani, Russian, Japanese, French)
 +
 
 +
*Mech Cargo Space
 +
** Atmofilter
 +
** Comm Server
 +
** Pressure Tent
 +
** Solar Recharger
 +
** Vacc Fresher
 +
** 24x A Power Cells
 +
** 4x B Power Cells
 +
** 2x Lazarus Patch
 +
 
 +
=== Mecha ===
 +
 
 +
Vindenblad, a Specialist suit Power: 6/6, Mass: 11/11, Hardpoints: 1/1
 +
*Cost:
 +
*Armor: 8# (against non-gunnery weapons)
 +
*AC: 3
 +
*Speed: 6 (30 meters)
 +
*HP: 20
 +
*Mech Weapon: Machine Gun (P3, M2, HP1)
 +
*Side Weapon: Laser Rifle (n/a)
 +
*Mech Fitting: Antigrav Nodes (P2, M4)
 +
*Mech Fitting: Polyspectral Sensors (P1, M1)
 +
*Mech Fitting: Cargo Space x4 (P0, M4)
 +
 
 +
=== Henchman ===
 +
Start with no henchmen
 +
 
 +
==  Hilde Bergstrom (GaoGaiGar) ==
 +
 
 +
*Expert 3
 +
*XP: 4500/6000
 
*Background: Noble
 
*Background: Noble
*Training: Astrogator (Skyward Steel)
+
*Training: Aviator
*Bio: As a rare Edenite MESs, Remar was sent off to the Psychic Academy in Capital City once his powers began manifesting, and mercifully before he used them to hurt himself. He is of noble blood, but is somewhat detached from all that, having grown up away from his clan's estate. On a rare trip home, his clan informed him of his new assignment as the astrogator of a raiding starship.
+
*Bio: The Jotunn are pressed by larger clans quite often, even in space, trying to dislodge their toehold on resource gathering. Hilde is one of the proud few orbital warriors who takes on challenges when diplomacy and horse-trading has failed, deploying in shuttles and mecha for the small-scale combat that is the way noble disputes are settled. She's been serving that way since she was an apprentice warrior at 16. She's far less blood and thunder than most nobles. The environment alone can kill you in a dozen ways in space, so she's far more thoughtful and quiet than the typical viking on the vids. Not that the Spear of Tyr gets on the vids much. She's as patriotic and brave as any warrior but is more thoughtful in battle and in peace, often studying something or other.
*Description: Short dark hair, sunken eyes, pale complexion, clammy hands.  He listens to a wide variety of "viking music", and spends most of his time observing social interactions, rather than participating in them. It's for the best.
 
 
*Languages: English, Norwegian
 
*Languages: English, Norwegian
*Player: Heavy Josh
+
*Player: GaoGaiGar
  
 
'''Attributes'''
 
'''Attributes'''
*Str: 10 (0)
+
*Str: 7 (-1)
*Dex: 10 (0)
+
*Dex: 14 (+1)
*Con: 14 (+1)
+
*Con: 10 (0)
*Int: 14 (+1)
+
*Int: 18 (+2)
*Wis: 18 (+2)
+
*Wis: 14 (+1)
*Cha: 7 (-1)
+
*Cha: 10 (0)
  
 
'''Skills'''
 
'''Skills'''
 
*Combat/Gunnery 0
 
*Combat/Gunnery 0
 
*Combat/Melee 0
 
*Combat/Melee 0
*Culture/New Eden 0
+
*Combat/Projectile 0
*Exosuit 0
+
*Culture/Spacer 0
*Leadership 0
+
*Exosuit 1
*Navigation 0
+
*Gambling 0
 +
*Leadership 1
 +
*Navigation 2
 +
*Perception 0
 
*Persuade 0
 
*Persuade 0
 
*Science 0
 
*Science 0
*Vehicle/Space 0
+
*Tactics 0
 +
*Tech/Astronautics 0
 +
*Vehicle/Space 2
 +
 
 +
Banked Skill Points 0
  
*(1SP remaining)
+
'''Combat'''
 +
*AC: 3 (Pilot Suit or CFU), 6 (Armoured Undersuit)
 +
*HP: 16
 +
*Init: +1
 +
*MR:
 +
*Primary Ranged Attack: Mag Pistol (2d6, +1 to hit, Range: 100/300, Mag: 6 Ignore Armor 2)
 +
*Secondary Ranged Attack: Mag Rifle (2d8, +1 to hit, Range: 300/600, Mag: 6 Ignore Armor 4)
 +
*Primary Melee Attack: Monoblade (2d6, +1 to hit)
 +
*Secondary Melee Attack: Unarmed (1d2+1, +1 to hit)
 +
*Special Attack: N/A
 +
*Saves
 +
**Physical 16
 +
**Mental 15
 +
**Evasion 12
 +
**Tech 11
 +
**Luck 14
  
'''Psionics'''
+
'''Personal Equipment'''
  
*Power Points: 3
+
*Weapons
 +
**Mag Pistol (Enc 1)
 +
**Monoblade (Enc 1)
 +
**Mag Rifle (Enc 2)
 +
*Armor
 +
**Pilot Suit (AC 4, Enc 0)
 +
**Combat Field Uniform (AC 4, Enc 0)
 +
**Armored Undersuit (AC 7, Enc 0)
  
'''Precognition''' (Major Power)
+
*Readied items (3/3)
*Omen (cost: 1)
+
**Armor (Enc 0)
 +
**Metatool (Enc 1)
 +
**Mag Pistol (Enc 1)
 +
**Monoblade (Enc 1)
 +
**OR
 +
**Mag Rifle (Enc 2)
 +
** Glowbug
 +
** Compad (Enc *)
  
'''Biopsionics''' (Minor Power)
+
*Stowed items (4/7)
*Biostasis (cost: 1)
+
**Atmofilter
 +
**Dataslab
 +
**Lazurus Patch
 +
**Navcomp
 +
**Glowbug x 4
  
 +
*Mech Cargo Space
  
'''Combat'''
 
*AC: 4 (Pilot Suit)
 
*HP: 15
 
*Init:
 
*MR: 10
 
*Primary Ranged Attack:
 
*Secondary Ranged Attack:
 
*Primary Melee Attack:
 
*Secondary Melee Attack:
 
*Special Attack:
 
*Saves
 
**Physical 13
 
**Mental 12
 
**Evasion 15
 
**Tech 16
 
**Luck 14
 
  
 
=== Mecha ===
 
=== Mecha ===
  
 
+
Gungnir, a Specialist suit Power: 6/6, Mass: 11/11, Hardpoints: 1/1
 +
*Cost:
 +
*Armor: 8# (against non-gunnery weapons)
 +
*AC: 2
 +
*Speed: 6 (30 meters)
 +
*HP: 20
 +
*Mech Weapon: Rocket Launcher (P3, M2, HP1)
 +
*Side Weapon: Mag Rifle (n/a)
 +
*Mech Defenses: Morphic Silhouette Damper (P1 M2)
 +
*Mech Fitting: Antigrav Nodes (P2, M4)
 +
*Mech Fitting: Drop Sheathing (P0, M1)
 +
*Mech Fitting: Cargo Space x2 (P0, M2)
  
 
=== Henchman ===
 
=== Henchman ===
 
Start with no henchmen
 
Start with no henchmen
 +
 +
== Retired ==
 +
* [[Ofeig Sigurdsson]]
 +
* [[Remar Vargas]]
  
 
= Wealth & Assets =
 
= Wealth & Assets =
  
== The Ship (Name) ==
+
== Drakken (The Ship)==
  
 
*Class: Frigate
 
*Class: Frigate
Line 465: Line 638:
  
 
== Cargo & Treasure ==
 
== Cargo & Treasure ==
 +
===Planetary Currencies===
 +
* 21,000 New Eden credits
 +
* 13,280 Black Doubloons
  
 +
 +
 +
===Cargo Hold===
 +
50.5/60 tons
 +
* 6 mech suits (12 tons)
 +
* Mech repair parts (5 tons)
 +
* 5 hp of Frigate repair parts (10 tons)
 +
 +
 +
 +
 +
* Exotic Jewels (0.3 tons)
 +
* Small Arms, Energy (7 tons)
 +
* Tools, Industrial (2 tons)
 +
* Metal Ingots, Rare Alloys (10 tons)
 +
* Housewares, Postech (4 tons)
 +
* Fine Liquor (0.2 tons)
 +
 +
=== Trade history ===
 +
 +
[https://docs.google.com/spreadsheets/d/1xi4ziIfZka1Cdkh9HX1TqdM1G0NdL6yBq43vFuWxJFI/edit?usp=sharing '''Cargo and transaction spreadsheet''']
  
 
== Valuable Information ==
 
== Valuable Information ==
  
 +
= Combat =
 +
== Combat Stats ==
 +
*'''Erasmus "''Vafthru∂nir''" Asgeirsson''', Init +1
 +
**Personal AC 3, HP 12/16, Speed 10 m/round
 +
**<span style="color:orange">Orange Mech</span> AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)
 +
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1
 +
*'''Hilde "''Gungnir''" Bergstrom''', Init +1
 +
**Personal AC 3, HP 16/16, Speed 10 m/round
 +
**<span style="color:indigo">Indigo Mech</span> AC 2, Armor 8, HP 20/20, Speed 6 (15 hexes)
 +
**Like a Charm: 1/1,  Ammo (Rockets): 1/1
 +
*'''Agmundr "''Tyr's Wrath''" Kjærstad''', Init -1
 +
**Personal AC 5, HP 18/18, Speed 10 m/round
 +
**Yellow Mech AC 2, Armor 12/12, HP 30/30, Speed 4 (10 hexes)
 +
**Veteran's Luck: 1/1, Ammo (Rockets): 2/2
 +
*'''Carla "''Kermit''" Danger''', Init +1
 +
**Personal AC 3, HP 18/18, Speed 10 m/round
 +
**<span style="color:green">Green Mech</span> AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)
 +
**Veteran's Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 1/2
 +
*'''Sanso "''Hamlet''" Johansen''', Init +2
 +
**Personal AC 2, HP 19/19, Speed 10 m/round
 +
**<span style="color:blue">Blue Mech</span> AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)
 +
**Veteran's Luck: 1/1
 +
*'''Lief "''Vindenblad''" Störnuson''', Init -1
 +
**Personal AC 4, HP 16/16, Speed 10 m/round
 +
**<span style="color:red">Red Mech</span> AC 3, Armor 8, HP 20/20, Speed 6 (15 hexes)
 +
**Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1
 +
 +
== Combat Maps ==
 +
*[https://docs.google.com/drawings/d/1zZ9z6Wln9OCzxetJHA-Znfh3Ve5ZaRyqqOWN5Uu_q5k/edit Ice Station Morituri] Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12
 +
*[https://docs.google.com/drawings/d/1nj1VnsrJ_-U0tCAYGAArGtLvO7l0ev4jjwSG2FgF9Xg/edit Morituri Polyspectral Analysis] Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. [https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty&p=20269817#post20269817 Key]
 +
*[http://i213.photobucket.com/albums/cc177/WyzardWhately/Morituri_zpsi4s0pjau.png~original Schematic from data banks]
 +
*[https://docs.google.com/drawings/d/1L1_DwS-MWcGTZdvcgXaR5v34jaLW1d0i4H-EoXIK72w/edit This Really Is A Moon] Black hexes are non-elite troops. Red hexes are elite troops (Heavy weapons!). Black smiley is a huge alien doom bug. Blue heart is the beginning of the alien vessel. Equals signs are blast doors, open if transparently filled. Yellow cubes are light enemy vehicles.
 +
 +
== Battle Stations ==
 +
Crew Points: 30
 +
*''Athletics 1, Combat/Gunnery 1, Computer 2, Culture/Spacer 1, Exosuit 1, Leadership 1, Navigation 2, Tech/Astronautics 2, Tactics 2, Vehicle/Space 2'' (* -> assume an NPC has it at level 1)
 +
 +
Captain (Agmundr)
 +
*Cha/Leadership +2
 +
*Wis/Tactics +2
 +
 +
Pilot (Hilde)
 +
*Int/Space Vehicle +4
 +
*Dex/Space Vehicle +3
 +
 +
Comms (Hedonismbot)
 +
*Int/Computer +4
 +
 +
Boatswain (Sanso)
 +
*Con/Spacer Culture +1
 +
 +
Gunnery (Carla)
 +
*Int/Gunnery Combat +2
 +
 +
Engineer (Erasmus)
 +
*Int/Astronautics Tech +3
 +
 +
= Enemy Log =
  
== Planetary Currency ==
+
== Basic Chittik Enemy Types ==
 +
 
 +
'''Single Drone'''
 +
*AC 7
 +
*HD 1
 +
*Save 15+
 +
*MR 5
 +
*Morale 7
 +
*Ranged Attack: Ion Blaster +2, 1d8, 50/100.
 +
*Melee Attack: Claws +2x2, 1d4.
 +
*Special: Cheap.
 +
 
 +
'''Drone Mob'''
 +
*AC 7
 +
*HD 8
 +
*Save 15+
 +
*MR 5
 +
*Morale 7
 +
*Ranged Attack: Ion Blaster +2, 1d8, 50/100.
 +
*Melee Attack: Claws +3x2, 1d4+2.
 +
*Special: Cheap.
 +
 
 +
'''Single Citizen'''
 +
*AC 7 (unarmored) or 5 (Reinforced Chitin)
 +
*HD 2
 +
*Save 14+
 +
*MR 5
 +
*Morale 8
 +
*Ranged Attack: Ion Blaster +3, 1d8+1, 50/100.
 +
*Melee Attack: Claws +3x2, 1d4+1  or 1d6+1 (reinforced serration.)
 +
*Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1, or sometimes 2.
 +
 
 +
'''Citizen Mob'''
 +
*AC 7 or 5.
 +
*HD 12
 +
*Save 14+
 +
*MR 5
 +
*Morale 8
 +
*Ranged Attack: Ion Blaster +4, 1d8+1 50/100.
 +
*Melee Attack: Claws +4x2, 1d4+3 or 1d6+3
 +
*Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1, or sometimes 2.
 +
 
 +
'''Chittik Soldier'''
 +
*AC 5
 +
*HD 2
 +
*Save 14+
 +
*MR 7
 +
*Morale 9
 +
*Ranged Attack: Ion Carbine +4, 2d6, 75/150
 +
*Melee Attack: Claws +4x2, 1d8+1.
 +
*Special: Once per combat, force enemy to reroll an attack roll.
 +
 
 +
'''Chittik Soldier Mob'''
 +
*AC 5
 +
*HD 14
 +
*Save 14+
 +
*MR 7
 +
*Morale 9
 +
Ranged Attack: Ion Carbine +4, 2d6, 75+/150
 +
*Melee Attack: Claws +4x2, 1d8+3.
 +
*Special: Warning Shriek. As an action, once per combat, force morale check on one enemy unit within 20 meters. Enemy units cannot be targeted by this ability more than once per combat. Only works in atmosphere. PC units attacked by this instead must save v. mental or receive -2 to-hit for 1d4 rounds.
 +
*Special: Heavy Weapon. Squad will be equipped with either an Ion Cannon (+4, 3d6+1, 300/600. May suppress.) or a Plasma Lance (+4, 3d8, 400/800. AP 8.) May use this on alternating rounds if the unit does not move that round.
  
 
= Star Systems =
 
= Star Systems =
 
A list of star systems explored.
 
A list of star systems explored.
 +
 +
[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty&p=20232646#post20232646 New Eden Star Map]
  
 
== Astaroth (06.06) ==
 
== Astaroth (06.06) ==
Line 493: Line 811:
 
Their generosity may prove to have been ill-advised.
 
Their generosity may prove to have been ill-advised.
  
=== Planet ===
+
=== Ice Station Morituri ===
 +
Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn't spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.
 +
 
 +
Situation: It's considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It's half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.
 +
 
 +
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20248528#post20248528 Rough Map of modular station]
 +
 
 +
[http://i213.photobucket.com/albums/cc177/WyzardWhately/Morituri_zpsi4s0pjau.png~original Schematic from data banks]
  
 
=== Planet ===
 
=== Planet ===
Line 500: Line 825:
 
There's a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.
 
There's a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.
  
=== Planet ===
+
=== Orbital I ===
 +
Terrestrial Planet. Atmosphere looks breathable, gravity within human-tolerable norms. Very little liquid water, somewhat hot. This close to the sun, it might be bombarded with enough radiation that you wouldn't want to live out in the open.
 +
 
 +
=== Orbital II ===
 +
Gas Giant: A small ball of what looks to be water in the core. It has some rocky moons, so a fair amount of the water is actually liquid. Lots of methane and nitrogen. Not particularly pleasant as a place to land.
 +
 
 +
=== Orbital III ===
 +
Terrestrial Planet: Another world quite similar to the first in size and atmosphere, but darker and colder.
 +
 
 +
=== Orbital IV ===
 +
Asteroid Belt: There's an asteroid field. Lots of heavy elements; you'd say it's a shattered planet rather than an accretion of mere dust and ice.
 +
 
 +
=== Orbital V ===
 +
Terrestrial Planet: Earthlike in size, gravity, atmospheric composition, and water distribution. However, it's stony rather than possessing meaningful soil, and extremely dark and cold this far out. It has only a few tiny moons, but there is an orbiting space station, whose signature you have picked up.
 +
 
 +
=== Dirty Mike's Dead End Deli ===
 +
You can detect the radio beacon of the system's trading post. It's a simple repeating signal, using slower-than-light broadcasting and including coordinates, not that it would be difficult for any reasonably-equipped ship to spot the source. It's orbiting a cold and rocky world, which itself orbits a dim red dwarf.
 +
 
 +
*[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20725258#post20725258 DIRTY MIKE'S DEAD END DELI], WHOLESALE HYDROGEN, & TRADING POST
 +
*STRANGERS WELCOME! TRADE GOODS PREFERRED, SOME CURRENCIES ACCEPTED
 +
 
 +
==== Station Services ====
 +
 
 +
[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20727566#post20727566 Station Services]
 +
*On-Board quarters, long-term rates available.
 +
*Restaurants.
 +
*Hospitality services.
 +
*Surface transport or in-system shuttles.
 +
*Fuel & ship supplies.
 +
*Vessel maintenance.
 +
*Machine shop & technical services.
 +
*Medical Clinic.
 +
*SpaceMart.
 +
*Smelting & Ore Processing.
 +
 
 +
Currencies Accepted
 +
*Kanadan Corporate Scrip
 +
*Verge Lucre
 +
*Black Doubloons
  
=== Planet ===
+
Available Commodities
 +
*Metal Ingots (various)
 +
*Prefabricated Structural Elements
 +
*Rare Antiques
 +
*Metawheat
  
=== Planet ===
+
==== Station Stats ====
 +
Dirty Mike's Dead-End Deli, Wholesale Hydrogen, & Trading Post
 +
*Bannerjee Model 12
 +
*Armor 5
 +
*HP 120
 +
*Crew Min/Max 20/200
 +
*AC 9
 +
*Power 50
 +
*Free Mass 40
 +
*Hardpoints 10
 +
*Weaponry: Jitter Beam Projector (+3 to hit/3d8+1, AP 15, Phase 3), Plasma Beam (+3 to hit/3d6+1, AP 10)
 +
*Fittings: Armory, Lifeboats, Cargo Lighter, Ship’s Locker, Workshops, 4600 tons of cargo space, Hydroponic Production
  
 
== Dyson Medusa (06.05) ==
 
== Dyson Medusa (06.05) ==
Line 517: Line 895:
 
== Icarus Illthrax (07.06) ==
 
== Icarus Illthrax (07.06) ==
 
This is the closest thing to civilization that can be reached directly from Astaroth. There's a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They're currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.
 
This is the closest thing to civilization that can be reached directly from Astaroth. There's a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They're currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
== Kanadan Corporate Confederacy  ==
 +
Overview goes here.
 +
 +
=== New Gaia ===
 +
The Kanadan Corporate Confederacy sits mostly on a warm planet called New Gaia, although they've developed the system fairly thoroughly. They have a two-tiered society. It's essentially medieval outside the domed cities, but not too bad if you like renaissance festivals. Inside it's a corporatocracy. They're very much in favor of trade, but they'll cheat you and eat you up with fees and surcharges, too. But. They make some of the best light vehicles you've ever seen."
 +
 +
* Outside the bubbles:
 +
** Friction 2, high risk of Trouble
 +
** Primitive World (-2 Agriculture, -1 Livestock, +1 Tools, +2 Postech)
 +
* Inside the bubbles:
 +
** Friction 4, low risk of Trouble
 +
** Cosmopolitan World (-2 Cultural, -1 Military, +1 Luxury, +2 Pretech)
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
== The Verge  ==
 +
The Verge is a fine place to do business, but do not fuck around. The population is divided into humans and what they call goons. Goons are a sort of replicant human, grown in tanks. There's a lot of them. A human can kill any goon by looking at them wrong or snapping their fingers or the like, so the goons know their place. Plus they're pretty heavily indoctrinated. You probably can't tell the difference between a human and a goon too easily, but the natives can.
 +
 +
* Friction 3
 +
* Tyrannical World (-2 Mineral, -1 Sapient, +1 Military, +2 Medical)
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
== Humbaba  ==
 +
They're in a state of civil war, which is especially brutal because the planet's atmosphere is fiendishly toxic. It's a chancy proposition. I haven't learned a huge amount about them yet, but they don't have much in the way of space defenses.
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
== Wei Xiu  ==
 +
Overview goes here.
 +
 +
=== New Phaeton ===
 +
They're a police state. You don't want to go down there. You can smuggle with the belters and such, though, if you're sneaky about it."
 +
 +
=== Planet ===
 +
 +
=== Planet ===
 +
 +
== Circini 2702  ==
 +
The sunlight on the surface of the planet is lethally hot, so they live in giant craters, calderas, and cave complexes where the light can't get them. They don't have a very strong tech-base, they're mostly pre-fusion. They've actually become a client state of the Verge. Not their choice, bu they couldn't really say no. The Verge has things buttoned up pretty tight there, but there's no rule against buying and selling, so long as you aren't dealing in arms or anything else restricted..
 +
 +
* Friction 4
 +
* Agricultural World (-2 Agricultural, -1 Livestock, +1 Biotech, +2 Tool)
  
 
=== Planet ===
 
=== Planet ===
Line 545: Line 982:
 
*English is the common language of New Eden.
 
*English is the common language of New Eden.
 
*All PCs treat Exosuit as an in-class skill.
 
*All PCs treat Exosuit as an in-class skill.
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to damage only for actually unarmed attacks, but may also be used for to-hit rolls with melee weapons. Combat/Primitive must still be used for grenades and the like, so it isn't useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.
+
*Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to attack and damage for unarmed and melee attacks. Combat/Primitive must still be used for grenades and the like, so it isn't useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.
 
*PCs may replace the Noble package's Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.
 
*PCs may replace the Noble package's Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.
 
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)
 
*At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)
Line 555: Line 992:
 
*'''Equipment'''
 
*'''Equipment'''
 
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I'll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits.  
 
**Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I'll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits.  
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They're Encumbrance 1, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.
+
**Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They're Encumbrance 0, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.
 
**No cybernetics.
 
**No cybernetics.
 
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.
 
**Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.
Line 589: Line 1,026:
 
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech.  
 
*The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech.  
 
*The pilot's Exosuit skill subtracts from the mech's Armor Class.
 
*The pilot's Exosuit skill subtracts from the mech's Armor Class.
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech's sidearm.
+
*Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech's sidearm. You can swap out your sidearm during downtime or with a check.
 
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.
 
*A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.
 
*A mech's ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.
 
*A mech's ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.
Line 616: Line 1,053:
 
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.
 
***4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.
 
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.
 
*Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.
 +
 +
=== Mecha Movement  ===
 +
Mechs have halved movement rates, but I think you're miscalculating how far that comes out to.
 +
A shock suit has Speed 4. You multiply that by 10 meters to figure out their normal combat move, which is 40. Compare that to the [I]20[/I] that an un-enmeched* infantry moves. So, we divide your 40 meters in two to get 20 meters. Hexes are two meters. So you can move 10 hexes. 20 if you give up your action, or have the Melee skill to charge and choose to do so. Normal characters move 5 hexes, or 10 if they run or charge.
 +
So! Shock and Psi suits move up to 10 hexes. Specialist suits move up to 15.
  
 
== Weapons & Equipment ==
 
== Weapons & Equipment ==
Line 625: Line 1,067:
 
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.
 
*Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.
 
*Lesser enemies may be arranged into Mobs ala Godbound.
 
*Lesser enemies may be arranged into Mobs ala Godbound.
*You may draw whatever weapon you intend on using as part of your action, which results in a -2 penalty to your initiative. It requires an action to re-sheathe or otherwise put away a weapon. If you don't want to do this, they may be dropped on the ground.
+
*You may draw whatever weapon you intend on using as part of your action. It requires an action to re-sheathe or otherwise put away a weapon. If you don't want to do this, they may be dropped on the ground. Mech weapons are integral and need not be drawn or sheathed.
 
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.
 
*Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.
*A character with a melee weapon or Combat/melee skill of at least 0 may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them -2 to their AC until their next action.  
+
*A character armed with a melee weapon, or unarmed but possessiong Combat/melee skill of at least 1, may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them a +2 penalty to their AC until their next action.  
 
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a "zone of control" across their front arc. This has several effects.
 
*Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a "zone of control" across their front arc. This has several effects.
 
**They may make a "free" melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.
 
**They may make a "free" melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.
Line 638: Line 1,080:
 
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like.  
 
**Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like.  
 
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.
 
**Personal-scale energy weapons receive +2 to hit rather than +1 to hit.
 +
**Sidearms which are projectile weapons have the Ammo trait (it should have always worked this way anyway) but they use their own skill instead of gunnery to check at the end of combat to see if they've gone dry.
 +
**If you have Ammunition Cells and a rocket launcher, you can state that you've got Anti-Personnel AND Anti-Vehicle rockets. Anti-Personnel rockets do 3d10 straight to mobs, but don't have the AP quality. Switching between types of ammunition takes a round, but only requires a free action. Your mech does it automatically in response to a simple mental command. You check at the end of combat only re: the types of rockets you have used, so you can run out of one but not the other.
 +
 +
== Mobs ==
 +
Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we're going to be adopting the Mob rules from Godbound. I'll summarize below.
 +
*Mobs occupy an area rather than having discrete positions. I'll tell you specifically if they have cover or not.
 +
*On their turn, Mobs make one or more attacks on every enemy they have LOS to.
 +
*Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.
 +
*Mobs have HD rather than HP. So, of course you are wondering how you deal HD damage instead of HP damage.
 +
*The answer is that we use Godbound's damage charts. In essence, you roll your normal damage. Each die is then counted ''separately''. '''A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice.'''
 +
*Area effect weapons are lethal against mobs.
 +
**An HMG fired to suppress deals half its damage straight, with no to-hit roll required. If the target is behind hard cover, they may save to negate the damage.
 +
**A rocket launcher firing anti-personnel rockets deals straight damage, but fires at a -2 penalty.
 +
**Other weapons we'll deal with as they come up.
 +
*You cannot move through a mob!
 +
 +
== Vehicles ==
 +
If you are firing using anti-vehicle weapons, I may apply the quick kill rules (Starvation Cheap) or alternately allow you to automatically inflict crit effects.
 +
 +
== Hacking ==
 +
Complexes or large ships typically have a network of computing systems called Data Nodes. Each node is a component of a greater whole, carrying some portion of the system's permissions and capacity. If you're an authorized user you can do all manner of things remotely, but if you're an interloper you have to pry the system open one node at a time. If you're working with just a dataslab, hacking a node takes 2d4 rounds. If you have actual hacking gear, whether a neural interface and deck or a hacking module built into your mech, then things are easier. In that case, it takes your move to jack into an adjacent node, and your action to attempt to hack it. Rules follow.
 +
*The initial hacking attempt is always a Computer roll.
 +
*The difficulty of the computer roll is dependent on the system, and typically will not vary through a system.
 +
**Essentially unsecured consumer-grade systems are Diff 6. We typically won't roll for them.
 +
**Marginally secure consumer or small business systems are Diff 7.
 +
**Systems that someone has made any real effort to secure are Diff 8. This includes most corporate systems, or military systems that in fact rely on physical security rather than electronic.
 +
**Medium corporate or military security systems, or those run by serious hacker types, are Diff 9. There may also be countermeasures.
 +
**High security systems are Diff 10. Expect failures on your rolls to carry potentially serious consequences.
 +
*Success brings rewards!
 +
**A simple success gives you control of that node. See below for benefits.
 +
**A failure "locks" the node, it cannot be attempted again until circumstances change substantially.
 +
**An exceptional success (You roll at least three points higher than the difficulty, for example a 10 or better on a Diff 7 system) brings further benefits. Roll 1d6.
 +
***1: You can immediately (on your next round) attempt to hack a nearby node without having to move adjacent to it. You gain knowledge of the location of that node whether you successfully hack it or not.
 +
***2: You gain a useful piece of information.
 +
***3: You gain a financially valuable piece of information.
 +
***4: You learn the location of 1d3+1 other undiscovered data nodes in the complex.
 +
***5: You can immediately make some alteration to a device related to this data node. For example, if you hacked a node in the life support system, you could attempt to make it highly uncomfortably hot or cold. Safety interlocks will typically prevent you from doing anything immediately lethal.
 +
***6: You can brain-burn an enemy hacker in the system for damage equal to 1d4 for each even level you have obtained. They may make a tech save to halve that damage. In either case, they'll be stunned and unable to hack for 1d6 rounds.
 +
*The types of things you can attempt to do vary by the total number of nodes you control.
 +
**Once you gain at least 25% of the nodes in a complex, you can attempt to make slightly advantageous changes using the node you are present at. So, changing the temperature from a life support node or opening or closing doors from a security node.
 +
**Once you gain at least 50% of the nodes in a complex, you can attempt to make substantial changes using any node you have control of, from any other node.
 +
**Once you gain at least 75% of the nodes in a complex, you can attempt to do make any change from any node you have control of.
 +
**If you should gain 100% of the nodes, you no longer need to make rolls. The system is under your control.
 +
*Enemy hackers are single, heroic troops rather than mobs.
  
 
= Crew =
 
= Crew =
Line 648: Line 1,134:
 
**Gear:  
 
**Gear:  
 
*Crew 2: (Class)
 
*Crew 2: (Class)
**AC: HP: Attack: XP:
+
**AC: 7 HP: Attack: XP:
 
**Skills:
 
**Skills:
 
**Gear:  
 
**Gear:  
Line 654: Line 1,140:
 
**AC: HP: Attack: XP:
 
**AC: HP: Attack: XP:
 
**Skills:
 
**Skills:
**Gear:
+
**Gear:
*Crew 4: (Class)
 
**AC: HP: Attack: XP:
 
**Skills:
 
**Gear:  
 
  
 
== Comms Crew ==
 
== Comms Crew ==
*Crew 1: (Class)
+
*Crew 1: Emil Hansen (Expert)
**AC: HP: Attack: XP:
+
**AC: 7 HP: 6 Attack: +0 XP: 0
**Skills:
+
**Skills: Computer 1, Culture Spacer 0, Language 1 (Russian, Japanese), Persuade 1, Bureaucracy 0, Tech/Astronautics 0, Combat/Energy 0, Culture/Traveler 0, Security 0 [Signalman, Signal Officer]
**Gear:  
+
**Gear: Armoured undersuit, astronautics tool kit, compad, dataslab
*Crew 2: (Class)
+
*Crew 2: Mathias Johansen (Expert)
**AC: HP: Attack: XP:
+
**AC: 7 HP: 6 Attack: +0 XP: 0
**Skills:
+
**Skills: Culture/New Eden 0, Exosuit 0, Tech/Postech 0, Tech/Medical 0, Computer 0, Language 0, Perception 0, Security 0, Combat/Energy 0, Stealth 0, Culter/Traveller 0, Persuade 0 [Technician, Inelligence Officer]
**Gear:  
+
**Gear: Armoured undersuit, metatool, compad, dataslab, postech tool kit, vacc suit, compad
*Crew 3: (Class)
+
*Crew 3: Nora Andersen (Warrior)
**AC: HP: Attack: XP:
+
**AC: 4 HP: 8 Attack: +1 XP: 0
**Skills:
+
**Skills: Combat/Energy 1, Culture/Spacer 1, Security 0, Tactics 1, Combat/Melee 0, Exosuit 0, Tech/Astronautics 0 [Security Crew, Space Marine]
**Gear:
+
**Gear: Combat field uniform, Laser rifle, vacc suit, compad
*Crew 4: (Class)
 
**AC: HP: Attack: XP:
 
**Skills:
 
**Gear:  
 
  
 
== Nav Crew ==
 
== Nav Crew ==
*Crew 1: (Class)
+
*Hildr Niflheim: (Expert)
**AC: HP: Attack: XP:
+
**AC: 7 HP: 6 Attack: XP:
**Skills:
+
**Background: Astrogator's Mate.  Training Package: Astrogator
**Gear:  
+
**Skills: Culture/Spacer 0, Combat/Energy 0, Navigation 1, Science 1, Vehicle/Space 1 Computer 0, Leadership 0 Tech/Astronautics 0, Tactics 0
*Crew 2: (Class)
+
**Gear: Armored Undersuit, Thermal Pistol or Vac Suit,  Metatool, Compad, Data Slab
**AC: HP: Attack: XP:
+
*Marllar Niflheim: (Expert)
**Skills:
+
**AC: 7 HP: 6 Attack: XP:
**Gear:  
+
**Background: Aviator's Mate.  Training Package: Aviator
*Crew 3: (Class)
+
**Skills: Culture/Spacer 0, Navigation 1, Combat/Gunnery 1, Vehicle/Space 1, Tactics 0, Leadership 0, Perception 0, Tech/Astronautics 1
**AC: HP: Attack: XP:
+
**Gear: Armored Undersuit or Vac Suit, Metatool, Compad, Data Slab, Shock Baton
**Skills:
+
*Sora Hasegawa (Expert)
**Gear:
+
**AC: 7 HP: 6 Attack: XP:
*Crew 4: (Class)
+
**Background: Aviator's Mate.  Training Package: Aviator
**AC: HP: Attack: XP:
+
**Skills: Culture/Spacer 0, Navigation 1, Combat/Gunnery 1, Vehicle/Space 1, Tactics 0, Leadership 0, Perception 0, Tech/Astronautics 1
**Skills:
+
**Gear: Armored Undersuit or Vac Suit, Metatool, Compad, Data Slab, Shock Baton
**Gear:  
 
  
 
== Engineering Crew ==
 
== Engineering Crew ==
*Crew 1: (Class)
+
*Crew 1: Urtha Enqvist (Expert)
**AC: HP: Attack: XP:
+
**AC: 9 HP: 6 Attack: +0 XP: 0
**Skills:
+
**Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0
**Gear:  
+
**Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit
*Crew 2: (Class)
+
*Crew 2: Verthandi Enqvist (Expert)
**AC: HP: Attack: XP:
+
**AC: 9 HP: 6 Attack: +0 XP: 0
**Skills:
+
**Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0
**Gear:  
+
**Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit
*Crew 3: (Class)
+
*Crew 3: Skulda Enqvist (Warrior)
**AC: HP: Attack: XP:
+
**AC: 9 HP: 8 Attack: +1 XP: 0
**Skills:
+
**Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0
**Gear:  
+
**Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit
*Crew 4: (Class)
+
*Crew 4: Yngve Afzelius (Expert)
**AC: HP: Attack: XP:
+
**AC: 9 HP: 6 Attack: +0 XP: 0
**Skills:
+
**Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0
**Gear:  
+
**Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit
  
 
== Gunnery Crew ==
 
== Gunnery Crew ==
Line 726: Line 1,203:
 
**AC: HP: Attack: XP:
 
**AC: HP: Attack: XP:
 
**Skills:
 
**Skills:
**Gear:
+
**Gear:
*Crew 4: (Class)
 
**AC: HP: Attack: XP:
 
**Skills:
 
**Gear:  
 
  
 
== Boatswain's Crew ==
 
== Boatswain's Crew ==
Line 748: Line 1,221:
 
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:
 
**AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:
 
**Skills:
 
**Skills:
**Gear:  
+
**Gear:
 
 
  
 
= NPCs =
 
= NPCs =
 
List important NPCs here.
 
List important NPCs here.
  
== NPC Name ==
+
== Captain Lindt, CO of 'Walrus II' intra-system ice hauler ==
*Rank
+
*Peasant
*Description
+
*Stays in her quarters and runs the ship from there using compads; none of us has seen her.
 +
*Abilities
 +
*Links to important posts
 +
**https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20253671#post20253671
 +
 
 +
== Captain Verin Nash ==
 +
*Alien Peasant, captain of the Star Opal
 +
*A sturdy-looking man in a t-shirt and a black leather jacket. He has some cybernetic implants of some kind - they aren't ostentatious, but there's clear signs of installation on the side of his head.
 +
*Abilities
 +
*Links to important posts
 +
**[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20744040#post20744040 Star charts]
 +
**[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20744769#post20744769 Star Opal's trade]
 +
**[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20746983#post20746983 random chance]
 +
**[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20746983#post20746983 Nash at the New Eden party]
 +
 
 +
== Snorre ==
 +
*Noble
 +
*Snorre is a political creature who desires to have wide-open trade routes as his signature legacy achievement. He's not a particularly powerful politician, but he's willing to help you as much as he can if you give him some credit and visibly work with him, thus raising his stock of political capital if you succeed.
 +
*Abilities
 +
*Links to important posts
 +
**https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20822437#post20822437
 +
 
 +
== Astrid ==
 +
*Noble
 +
*Astrid, you at first took for a mecha groupie, but there seems to be more to her. She has detailed tactical and technical knowledge, and is highly interested in what you've found off-planet.
 +
*Abilities
 +
*Links to important posts
 +
**https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20822437#post20822437
 +
 
 +
== Knut and Magnus ==
 +
*Noble
 +
*Knut and Magnus are a pair of panzerjarls who have agreed to try and set up some war-games involving mech insertions against modern armored cavalry and the like. They have the influence to do it, and they'll hopefully have some results for you the next time you appear on-planet.
 +
*Abilities
 +
*Links to important posts
 +
**https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20822437#post20822437
 +
 
 +
== Than Ulf ==
 +
*Noble
 +
*You also meet an older military commander named Than Ulf, who isn't much of a mech pilot himself, but has commanded a few military engagements. He's keen-minded, and wary of how your activities will change the balance of power on New Eden or expose you to risk on other worlds.
 
*Abilities
 
*Abilities
 
*Links to important posts
 
*Links to important posts
**Post Link
+
**https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20822437#post20822437
**Post Link
+
 
**Post Link
 
  
 
== NPC Name ==
 
== NPC Name ==
Line 784: Line 1,293:
 
   
 
   
 
== Volume I ==
 
== Volume I ==
 +
 +
===The Jotunn Clan, of the Muspelheim Estate===
 +
 +
'''Overview'''
 +
 +
* While New Eden may be a world in a greenhouse state, the poles are still an uninviting climate. Our clan comes from the small continent at the south pole, which is undergoing collisions and rifting at the same time. While it is mineral-rich, it is unable to support a great population; this limits the clan's ability to exploit its land. It does make it a logical place to build spaceships, which might be the only reason our poor clan is partaking in the new space race at all.
 +
 +
* "I do like the idea of a poorer Clan. The backward agricultural landowners who are looking to get out from under their economic fate. So in a way we're Space Vikings, giving us even more reason to get out there and explore. Also, horned helmets." -- Heavy Josh
 +
 +
* "I like the arctic thing. Even more than the cold, though, I like the idea of being a poor, formerly somewhat backwoods clan trying to vault ahead in the space race." -- Nicias
 +
 +
* Decisions are often made at huge meetings in the Clan-Hall, Bjorgfell, with a great deal of shouting. [[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20244069#post20244069]]
 +
 +
* More delicate situations are often entrusted to select committees of elders. [[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20412206#post20412206]]
 +
 +
* The PCs are all from the same Clan, but aren't necessarily from the same nuclear family. "Cousin" is a highly generic term under these circumstances and is almost always appropriate unless one party is the direct lineal descendant of another. Your great-aunt twice removed is still "cousin." Calling your grandfather "cousin" is a serious mistake. Calling your brother or sister "cousin" may be a calculated distancing technique. [[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty&p=20216853#post20216853]]
 +
 +
* "The way it works in practice is that your family/clan/something owns the salvage, but you get credit for bringing it back. Internal to the clan, you're on a kind of reputation/gift economy. You only use money and trade outside the clan. The peasants, like the captain, would get outright cash consideration. The way this works varies by clan.  It might be easiest to think of this like some of those highly extended old-school asian families, where some matriarch with a mind like an abacus is always totaling up who's in favor, who's out of favor, who needs help and who isn't pulling their own weight, et cetera. So you guys aren't going to end up with some giant buried pod you have to figure out what to do with, but you're going to get consideration somewhere down the road that you wouldn't get otherwise." [[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20395264#post20395264]]
 +
 +
'''Clan Strengths:'''
 +
 +
* Our peasants have access to good medicine and education and are paid relatively well.
 +
* We have particularly strong ties to the interstellar spy agency of New Eden.
 +
 +
'''Clan Flaws:'''
 +
 +
*The class system is more rigidly enforced than the already-rigid structures in place elsewhere on New Eden, with churls placed above villeins placed above peons. Guest workers from other Estates are at the lowest rung.
 +
*Over the past few generations our Clan fared really miserably in duels and in front of the Magistrate, leaving other Clans quick to try and muscle their way past us on minor matters. Every new generation seeks to restore our Clan's honor.
 +
 +
'''Notable Personalities:'''
 +
 +
* Torgrimson is our "uncle," not literally an uncle but a family member who is our boss and patron and thus not properly referred to as "cousin." He's the type who argues for our project at clan meetings. He has a heavy cyborg fist that is fifty years out of fashion. [[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20244069#post20244069]]
 +
 +
* Helvig is a wise and powerful clan elder who is heavily invested in ice mining operations further out-system. He was initially a prominent skeptic of our spike-drive project but came around (to a degree) after we helped investigate a problem at one of his outposts that turned out to be the Chittik menace. [[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty&p=20244069#post20244069]]
 +
 +
=== More Notes On New Eden ===
 +
 +
* The rights of peasants can vary widely between estates. Links contain a lot of speculation on peasant/noble relations. [[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run&p=20214989#post20214989]] [[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run&p=20215104#post20215104]]
 +
[[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty&p=20217436#post20217436]]
 +
 +
* Really serious issues get resolved by diplomacy or the Senate. If the issue is of real importance to the individual clans and it just can't be worked out via normal means, it goes to the Royal Court, which is literally run by an AI, The Magistrate. The Magistrate has some thoroughly scary powers and will make a ruling that serves the interests of justice. Most Clans don't really want to interact with the Magistrate. Problems that are basically bullshit, like something that isn't meaningful in real terms but nobody can back down without saving face, or there are mixed feelings about it within the Clan itself, might be resolved via duels. Duels are where champions in mechs go out and fight each other. [[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty&p=20217436#post20217436]]
 +
 +
*Gladitorial fighting is ''in'' on some parts of New Eden, but forcibly drafting teens into it would be too far for most nobles. Convicted felons on the other hand might just work. [[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty&p=20217436#post20217436]]
 +
 +
*Estates vary between those that openly embrace the direct rule of the nobles and merely have all practical power consolidated in their hands. [[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty&p=20217704#post20217704]]
  
 
== Volume II ==
 
== Volume II ==
Line 791: Line 1,345:
 
= Important Links =
 
= Important Links =
 
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]
 
*[https://forum.rpg.net/showthread.php?784225-In-which-I-blather-a-bit-about-a-Stars-Without-Number-campaign-I-d-like-to-run Initial Pitch Thread]
 +
*[https://forum.rpg.net/showthread.php?784701-Sorta-Recruitment-Stars-Without-Number-The-High-amp-the-Mighty Recruitment]
 +
*[https://forum.rpg.net/showthread.php?785456-SWN-The-High-and-the-Mighty OOC]
 +
*[https://forum.rpg.net/showthread.php?785484-SWN-The-High-and-the-Mighty IC]

Latest revision as of 20:12, 27 March 2020

A Play-By-Post Campaign run by The Wyzard.


Contents

Heroes[edit]

The Player Characters and their Henchmen

  • Clan: Jotunn
  • Estate: Muspelheim

Agmundr Kjærstad (Atlictoatl)[edit]

  • Warrior 3
  • XP: 4500/8000
  • Background: Noble
  • Training: Marine Officer (Skyward Steel)
  • Bio: After the service injury, this young scion of an impoverished family within the Clan focused his attentions on becoming the best Mech Squadron Officer in his Division. While he has not yet achieved that distinction, being assigned to the Estate's space expedition is a sign of good favor, and he seeks to prove that confidence has not been misplaced.
  • Description: A man on his way to being stout, Agmundr sports a well-developed beard and wild mane of shockingly red hair. He walks with a slight limp from a service injury.
  • Languages: English, Norwegian, Hindustani, Mandarin
  • Player: Atlictoatl
  • Class Ability: Veteran's Luck - Once during each combat the warrior can completely negate a successful attack roll against him or her. The warrior may choose to wait until after damage is rolled to use this ability. This ability does not function against environmental hazards or other non-combat dangers, and it does not apply to hits against a vehicle the warrior is piloting or riding.

Attributes

  • Str: 10
  • Dex: 07 (-1)
  • Con: 10
  • Int: 18 (+2)
  • Wis: 14 (+1)
  • Cha: 14 (+1)

Skills

  • Combat/Energy Weapons 0
  • Combat/Gunnery 1
  • Combat/Melee 1
  • Culture/New Eden 0
  • Exosuit 0
  • Leadership 1
  • Perception 0
  • Persuade 1
  • Tactics 2

Banked Skill Points: 1

Combat

  • AC: 5 (Combat Suit) / 8 (Armored Undersuit) / 10 Unarmored
  • HP: 18/18
  • Init: -1
  • MR: 10 m/round (5 hexes) in combat, 20 m/round (4 hexes) outside of combat
  • Primary Ranged Attack: Cutter Rifle (burst), +4 to hit, 1d12+2, 200/400' range, 3 ammo/burst, 15/15 magazine
  • Secondary Ranged Attack: Cutter Rifle (single shot), +2 to hit, 1d12, 200/400' range
  • Tertiary Ranged Attack: Grenade Launcher, +0 to hit, special damage, 150/350' range, 3/3 magazine
  • Quaternary Ranged Attack: Thermal Pistol, +2 to hit, 2d6 damage, 25/50' range, 5/5 magazine
  • Primary Melee Attack: Monoblade, +2 to hit, 2d6 damage
  • Secondary Melee Attack: Kinesis Wraps, +2 to hit, 1d2+3 damage
  • Tertiary Melee Attack: Unarmed, +2 to hit, 1d2+1 damage
  • Special Attack:
  • Saves
    • Physical 12
    • Mental 15
    • Evasion 14
    • Tech 16
    • Luck 13

Personal Equipment

Worn Shipboard

  • Readied items (0/5 free): Pilot suit, Monoblade, Kinesis Wraps, Thermal Pistol, Metatool, Lazarus Patch
  • Stowed items (10/10 free): None

Worn Exploring

  • Readied items (0/5 free): Pilot suit, Monoblade, Cutter Rifle w/Grenade Launcher (3 enc), Lazarus Patch
  • Stowed items - backpack (3/10 free): Type A power cells x6, Glowbugs x6, Binoculars, Lazarus Patch, Metatool, Spy Eye (2 enc)

Other Owned

  • Armor: Armored Undersuit (AC 7, Enc 0)


Mecha[edit]

Tyr's Wrath

  • Power: 1/11 free
  • Mass: 0/6 free
  • Cost: 228,000
  • Armor: 12/12 (against non-gunnery weapons)
  • AC: 2
  • Speed: 4 (40 m/round outside of combat, 20m/round in combat) or 20 hexes / 10 hexes
  • HP: 30/30
  • Mech Weapon: Anti-Vehicle Laser +4 to hit, 3d8+2, 500/1k range, AP 10
  • Mech Weapon: Rocket Launcher +4 to hit, 3d10+2, 2k/4k range, AP 5, Ammo.
  • Side Weapon: Monoblade +2 to hit, 2d6+2
  • Mech Fitting: Ammunition Cells
  • Mech Fitting: Polyspectral Sensors

Henchman[edit]

Start with no henchmen

Sanso Johansen (Nicias)[edit]

  • Warrior 3
  • XP: 4500
  • Background: Noble
  • Training: Commando
  • Bio: Sanso might be from an undistinguished junior line of a backwater arctic clan, but he is pretty certain he can be a hero. He's still really into that kind of thing, even as a half-conscious cynicism has snuck into his (young) adult life. All those stories where the problems get resolved at the end when a kind and wise noble discovers the issue, or they platonically rescue the peasant heartthrob from criminals? He eats it all up. He wants to be that guy.
  • Description: The very model of a modern Space Viking, with buzzcut, dark blonde hair, dark blue eyes, a somewhat uneven tan, and a lanky build. He is maybe 80 or 90% as large across all dimensions as the modern Space Viking strictly should be; peasants from his estate often comment on this after meeting him in person. He seems tall in the media.
  • Languages: English, Norwegian, [Reserved]
  • Player: Nicias

Attributes

  • Str: 10
  • Dex: 18 (+2)
  • Con: 14 (+1)
  • Int: 14 (+1)
  • Wis: 7 (-1)
  • Cha: 10

Skills

  • Banked: 0
  • Athletics 1
  • Combat/Melee 2
  • Combat/Primitive 0
  • Combat/Projectile 1
  • Culture/New Eden
  • Culture/Spacer 0
  • Exosuit 1
  • Leadership 0
  • Persuade 0
  • Stealth 0
  • Survival 0
  • Tactics 0

Combat

  • AC: Unarmored 7, Undersuit 5, Pilot/CFU 2
  • HP: 20/20
  • Init: +2
  • MR: 10/20
  • Primary Ranged Attack: Mag Rifle
  • Secondary Ranged Attack: Mag Pistol
  • Primary Melee Attack: Monoblade
  • Secondary Melee Attack: Kinesis Wraps
  • Special Attack:
  • Saves
    • Physical 12
    • Mental 15
    • Evasion 14
    • Tech 16
    • Luck 13

Equipment[edit]

Exploring

  • Readied: (0/5 Free) Pilot Suit (0), Compad (*), Monoblade, Spike Thrower (2), Low-Light Goggles, Backpack
  • Stowed: (0/10 Free) Binoculars, Mag Pistol, Glowbug x5, Sniper Rifle (2), Climbing Harness, Grapnel Launcher, Survival Kit, Binder Satchel, 40m TL4 Rope, Sleep Grenade, Antisomnix

New Eden

  • Readied: (2/5 Free) Armored Undersuit (0), Compad (*), Monoblade, Kinesis Wraps (Boots and Gloves), Pulse Transmitter
  • Sometimes, in appropriate situations, may bring mag pistol or sleep grenade(s) for sidearm, but will note.

Foreign Stations

  • Readied: (2/5 Free) Armored Undersuit (0), Compad (*), Monoblade, Kinesis Wraps (Boots and Gloves), Mag Pistol (if permitted)

Weapons

  • Monoblade (Damage 2d6, Range 6/9, TL4)
  • Kinesis Wraps (Damage 1d2+2, TL4)
  • Void Carbine
  • Spike Thrower
  • Mag Pistol
  • Mag Rifle
  • Sniper Rifle

Armor

  • Pilot Suit (AC4, Encumbrance 0, TL5, link with compad)
  • Armored Undersuit (AC7, Encumbrance 0, TL4)
  • Combat Field Uniform (AC4, Encumbrance 0, TL4)

Other Gear

  • Atmofilter
  • Backpack (TL4)
  • Binoculars (TL4)
  • Compad
  • Climbing Harness
  • Glowbug x10
  • Grapnel launcher
  • Grav Chute (TL4)
  • Low-Light Goggles
  • Rope (TL4, 120 meters)
  • Survival kit
  • Thermal flare
  • Antisomnix x3
  • Binder Satchel x3
  • Pulse Transmitter
  • Sleep Grenade x5

Mecha[edit]

Hamlet (Shock Suit)

  • Maint 500, Speed 4, Armor 12 (v. non-gunnery weapons)
  • Hitpoints: 30
  • AC: 1
  • Power 7/11, Free Mass 6/6, Hardpoints 1/2
  • Fittings: Active Camo Surface (Power 1, Mass 2), Grav Chutes (Power 1, Mass 1)
  • Weaponry: Cutter Plates (Power 5, Mass 3, Hard Points 1)
    • (+4 to hit, 1d12+3 damage, Melee, AP10)
  • Sidearm: Spike Thrower
    • (+4* to hit, 3d8**+2* damage, Range 20(10h)/40(20h), Ammo 9/15
    • * +6 to hit and +4 damage with burst fire
    • ** 2d8 versus moderate armor and 1d8 versus heavy armor, see house rules

(Named for a famous Terran detective and warrior-prince.)

Henchman[edit]

Start with no henchmen

Carla Danger (thirdkingdom)[edit]

  • Warrior 1
  • XP: 4500/8000
  • Background: Noble
  • Training: Space Marine
  • Bio: Carla is a brash and energetic space marine, claiming the legendary warrior and bon vivant Carlos Danger as her ancestor and namesake.
  • Description: Carla is of average height, weight and appearance for a woman of her musculature. She wears her hair short, as all good spacers do.

Attributes

  • Str: 18 (+2)
  • Dex: 14 (+1)
  • Con: 10
  • Int: 14 (+1)
  • Wis: 7 (-1)
  • Cha: 10

Skills

  • Banked Skill points: 3
  • Combat/Energy Weapon 0
  • Combat/Gunnery 1
  • Combat/Melee 0
  • Combat/Primitive 0
  • Culture/New Eden
  • Culture/Spacer 0
  • Exosuit 1
  • Leadership 1
  • Persuade 0
  • Tech/Astronautics 0

Languages

  • English
  • Chinese

Combat

  • AC:
  • HP: 18/18
  • Init: +1
  • MR:
  • Primary Ranged Attack:
  • Secondary Ranged Attack:
  • Primary Melee Attack:
  • Secondary Melee Attack:
  • Special Attack:
  • Saves
    • Physical 12
    • Mental 15
    • Evasion 14
    • Tech 16
    • Luck 13

Equipment[edit]

Weapons

  • Monoblade, Void Carbine, Thermal Pistol, Void Carbine, Mag Rifle with underslung grenade launcher

Armor

  • Pilot Suit (AC 4, Enc 1)
  • Armored Undersuit (AC 7, Enc 0)

Exploration Gear

  • Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)

Tools and Medicine

  • Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)

Personal Accessories

  • Compad, Dataslab (Enc 1)

Readied items

  • Armored undersuit, backpack, laser rifle, monoblade, lazarus patch

Stowed items

  • Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab, 6 grenades, 6 grenades for grenade launcher

Mecha[edit]

Kermit

  • Power: 3/11 free
  • Mass: 0/6 free
  • Cost:
  • Armor: 12 (against non-gunnery weapons)
  • AC: 1
  • Speed: 4
  • HP: 28/30
  • Mech Weapon: Heavy Machine Gun (3 power, 2 mass, 10k)
  • Mech Weapon: Rocket Launcher (3 power, 2 mass, 8k)
  • Side Weapon: Void carbine
  • Mech Fitting: Ammunition Cells, machine gun (1 power, 1 mass, 10k)
  • Mech Fitting: Ammunition Cells, rocket launcher (1 power, 1 mass, 10k)

Henchman[edit]

Start with no henchmen

Erasmus Asgeirsson (Vektunaxa)[edit]

  • Expert 3
  • XP: 4500/6000
    • 2500 (IC 238)
    • 4500 (IC 401)
  • Background: Noble
  • Training: Engineer
  • Bio: Erasmus has no deep space experience, but his family shipyard built the frigate and Erasmus was called on to represent the family on board.
  • Description: Black hair, brown eyes. Tall and thin.
  • Languages: English, Norwegian, Russian, Mandarin
  • Player: Vektunaxa

Attributes

  • Str: 10 (+0)
  • Dex: 14 (+1)
  • Con: 10 (+0)
  • Int: 18 (+2)
  • Wis: 7 (-1)
  • Cha: 14 (+1)

Skills

  • Combat/Gunnery 0
  • Combat/Melee 0
  • Computers 0
  • Culture/New Eden 0
  • Culture/Spacer 0
  • Exosuit 0
  • Leadership 1
  • Perception 0
  • Persuade 0
  • Tech/Astronautics 2
  • Tech/Medical 1
  • Tech/Postech 2
  • Vehicle/Space 0
  • Science 0

Combat

  • AC: 8 (unarmored), 6 (Armored Undersuit), 3 (Pilot Suit)
  • HP: 16
  • Init: +1
  • MR: 10
  • Primary Ranged Attack:Laser Rifle (+1 to hit, 1d10 damage, 300/500 m range, 20 round magazine, no recoil)
  • Secondary Ranged Attack: Thermal Pistol (+1 to hit, 2d6 damage, 25/50 m range, 5 round magazine, no recoil)
  • Secondary Ranged Attack: Void Carbine (-1 to hit, 2d6 damage, 100/300 m range, 10 round magazine, no recoil, damages vacuum suits)
  • Primary Melee Attack: Monoblade (+1 to hit, 2d6 damage)
  • Secondary Melee Attack: Unarmed (+1 to hit, 1d2+1 damage)
  • Special Attack:
  • Saves
    • Physical 16
    • Mental 15
    • Evasion 12
    • Tech 11
    • Luck 14

Personal Equipment

  • Weapons
    • Monoblade, Void Carbine, Thermal Pistol, Laser Rifle
  • Armor
    • Pilot Suit (AC 4, Enc 1)
    • Armored Undersuit (AC 7, Enc 0)
  • Exploration Gear
    • Atmofilter (Enc 1), Backpack (Enc 1), Binoculars (Enc 1), Glowbug, Solar Recharger (Enc 3), Survival Kit (Enc 1)
  • Tools and Medicine
    • Bioscanner (Enc 1), Lazarus patch (Enc 1), Medkit (Enc 2), Metatool (Enc 1), 6 Type A power cells (Enc 1), Tech/Astronautic tool kit (Enc 3), Tech/Postech tool kit (Enc 3)
  • Personal Accessories
    • Compad, Dataslab (Enc 1)
  • Readied items
    • Armored undersuit, backpack, laser rifle, monoblade, lazarus patch
  • Stowed items
    • Thermal pistol, atmofilter, binoculars, glowbug, survival kit, bioscanner, medkit, metatool, 6 type A power cells, dataslab

Mecha[edit]

Vafthru∂nir, a shock suit Power: 9/11, Mass: 6/6, Hardpoints: 2/2

  • Armor: 12 (against non-gunnery weapons)
  • AC: 2
  • Speed: 4 (20 meters)
  • HP: 30
  • Mech Weapon: Rocket Launcher (+2 to hit, 3d10+2 damage, 2k/4k range, AP 5, Ammo)
  • Mech Weapon: Heavy Machine Gun (+2 to hit, 3d6+2 damage, 0.5k/1k range, AP 5, Ammo, Can fire to suppress)
  • Side Weapon: Monoblade (+1 to hit, 2d6+2 damage)
  • Mech Fitting: Breaching Tool
  • Mech Fitting: Field Medical Unit

Henchman[edit]

Start with no henchmen

Leif Störnuson (hedonismbot)[edit]

  • Expert 3
  • XP: 4500/6000
  • Background: Noble
  • Training: Signal Officer (Skyward Steel)
  • Bio: Leif has spent his short career as a communications officer in the merchant marine. Because of the fraught clan politics of shipping in orbit, this job is part unofficial diplomatic liaison (to jockey with other captains for docking priority and flight lanes), part business negotiator (to communicate directly with suppliers or buyers), but mostly computer-systems spy (peeling as much information as possible from ships from other clans). And so Leif's professional skills have developed along those lines.
  • Description: A long droopy moustache that extends past his chin, but otherwise his head is hairless. His slight frame is a result of the years he's spent away from the gravity on New Eden's surface, training and then working in space.
  • Languages: English, Norwegian, Spanish, Arabic
  • Player: hedonismbot

Attributes

  • Str: 7 (-1)
  • Dex: 10 (0)
  • Con: 10 (0)
  • Int: 18 (+2)
  • Wis: 14 (+1)
  • Cha: 14 (+1)

Skills

  • Bureaucracy 0
  • Business 1
  • Combat/Energy 0
  • Combat/Gunnery 0
  • Combat/Melee 0
  • Computer 2
  • Culture/New Eden 0
  • Culture/Spacer 1
  • Culture/Traveller 0
  • Exosuit 0
  • Language 0
  • Leadership 0
  • Persuade 1
  • Security 1
  • Tech/Astronautics 0


Banked Skill Points 2

Combat

  • AC: 4 (Pilot Suit), 7 (Armoured Undersuit)
  • HP: 16
  • Init: 0
  • MR:
  • Primary Ranged Attack: Thermal Pistol (2d6, +2 to hit, Range: 25/50, Mag: 5)
  • Secondary Ranged Attack: N/A
  • Primary Melee Attack: N/A
  • Secondary Melee Attack: N/A
  • Special Attack: N/A
  • Saves
    • Physical 16
    • Mental 15
    • Evasion 12
    • Tech 11
    • Luck 14

Personal Equipment

  • Weapons
    • Thermal Pistol (Enc 1)
  • Armor
    • Pilot Suit (AC 4, Enc 0)
    • Armored Undersuit (AC 7, Enc 0)
  • Readied items (3/3)
    • Thermal Pistol
    • Pilot Suit (Enc 0)
    • Dataslab
    • Argus web
    • Compad (Enc *)
  • Stowed items (2/7)
    • Survey Scanner
    • Translation torcs (Hindustani, Russian, Japanese, French)
  • Mech Cargo Space
    • Atmofilter
    • Comm Server
    • Pressure Tent
    • Solar Recharger
    • Vacc Fresher
    • 24x A Power Cells
    • 4x B Power Cells
    • 2x Lazarus Patch

Mecha[edit]

Vindenblad, a Specialist suit Power: 6/6, Mass: 11/11, Hardpoints: 1/1

  • Cost:
  • Armor: 8# (against non-gunnery weapons)
  • AC: 3
  • Speed: 6 (30 meters)
  • HP: 20
  • Mech Weapon: Machine Gun (P3, M2, HP1)
  • Side Weapon: Laser Rifle (n/a)
  • Mech Fitting: Antigrav Nodes (P2, M4)
  • Mech Fitting: Polyspectral Sensors (P1, M1)
  • Mech Fitting: Cargo Space x4 (P0, M4)

Henchman[edit]

Start with no henchmen

Hilde Bergstrom (GaoGaiGar)[edit]

  • Expert 3
  • XP: 4500/6000
  • Background: Noble
  • Training: Aviator
  • Bio: The Jotunn are pressed by larger clans quite often, even in space, trying to dislodge their toehold on resource gathering. Hilde is one of the proud few orbital warriors who takes on challenges when diplomacy and horse-trading has failed, deploying in shuttles and mecha for the small-scale combat that is the way noble disputes are settled. She's been serving that way since she was an apprentice warrior at 16. She's far less blood and thunder than most nobles. The environment alone can kill you in a dozen ways in space, so she's far more thoughtful and quiet than the typical viking on the vids. Not that the Spear of Tyr gets on the vids much. She's as patriotic and brave as any warrior but is more thoughtful in battle and in peace, often studying something or other.
  • Languages: English, Norwegian
  • Player: GaoGaiGar

Attributes

  • Str: 7 (-1)
  • Dex: 14 (+1)
  • Con: 10 (0)
  • Int: 18 (+2)
  • Wis: 14 (+1)
  • Cha: 10 (0)

Skills

  • Combat/Gunnery 0
  • Combat/Melee 0
  • Combat/Projectile 0
  • Culture/Spacer 0
  • Exosuit 1
  • Gambling 0
  • Leadership 1
  • Navigation 2
  • Perception 0
  • Persuade 0
  • Science 0
  • Tactics 0
  • Tech/Astronautics 0
  • Vehicle/Space 2

Banked Skill Points 0

Combat

  • AC: 3 (Pilot Suit or CFU), 6 (Armoured Undersuit)
  • HP: 16
  • Init: +1
  • MR:
  • Primary Ranged Attack: Mag Pistol (2d6, +1 to hit, Range: 100/300, Mag: 6 Ignore Armor 2)
  • Secondary Ranged Attack: Mag Rifle (2d8, +1 to hit, Range: 300/600, Mag: 6 Ignore Armor 4)
  • Primary Melee Attack: Monoblade (2d6, +1 to hit)
  • Secondary Melee Attack: Unarmed (1d2+1, +1 to hit)
  • Special Attack: N/A
  • Saves
    • Physical 16
    • Mental 15
    • Evasion 12
    • Tech 11
    • Luck 14

Personal Equipment

  • Weapons
    • Mag Pistol (Enc 1)
    • Monoblade (Enc 1)
    • Mag Rifle (Enc 2)
  • Armor
    • Pilot Suit (AC 4, Enc 0)
    • Combat Field Uniform (AC 4, Enc 0)
    • Armored Undersuit (AC 7, Enc 0)
  • Readied items (3/3)
    • Armor (Enc 0)
    • Metatool (Enc 1)
    • Mag Pistol (Enc 1)
    • Monoblade (Enc 1)
    • OR
    • Mag Rifle (Enc 2)
    • Glowbug
    • Compad (Enc *)
  • Stowed items (4/7)
    • Atmofilter
    • Dataslab
    • Lazurus Patch
    • Navcomp
    • Glowbug x 4
  • Mech Cargo Space


Mecha[edit]

Gungnir, a Specialist suit Power: 6/6, Mass: 11/11, Hardpoints: 1/1

  • Cost:
  • Armor: 8# (against non-gunnery weapons)
  • AC: 2
  • Speed: 6 (30 meters)
  • HP: 20
  • Mech Weapon: Rocket Launcher (P3, M2, HP1)
  • Side Weapon: Mag Rifle (n/a)
  • Mech Defenses: Morphic Silhouette Damper (P1 M2)
  • Mech Fitting: Antigrav Nodes (P2, M4)
  • Mech Fitting: Drop Sheathing (P0, M1)
  • Mech Fitting: Cargo Space x2 (P0, M2)

Henchman[edit]

Start with no henchmen

Retired[edit]

Wealth & Assets[edit]

Drakken (The Ship)[edit]

  • Class: Frigate
  • Cost: 5.29m
  • Speed: 2
  • Armor: 10
  • HP: 40
  • Crew Min/Max: 10/40
  • Days of Life Support: 4 weeks stores
  • AC: 7
  • Power: 0/15 free
  • Free Mass: 0/15 free
  • Hardpoints: 4/6 free
  • Fittings:
    • Advanced Nav Computer (2 power, 0 mass)
    • Atmospheric configuration (0 power, 2 mass)
    • Armory (0 power, 0 mass)
    • Cargo Space x3 (0 power, 3 mass)
    • Drive-3 (4 power, 4 mass)
    • Fuel Bunker x2 (0 power, 0+1 mass)
    • Fuel Scoops (2 power, 2 mass)
    • Sensor Survey Array (2 power, 1 mass)
    • Ship’s Locker (0 power, 0 mass)
    • Workshop (0 power, 0 mass)
  • Weapons/Ship:
    • Plasma Beam (5 power, 2 mass, 2 hardpoints): +x to hit, 3d6+x damage, AP 10
  • Weapons/Gunnery:
    • Forward Arc Rocket Launcher, +x to hit, 3d10+x damage, 1/1 magazine, 2000/4000 range
    • Starboard Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range
    • Port Arc Heavy Machine Gun, +x to hit, 3d6+x damage (can suppress), 10/10 magazine, 500/2000 range
    • Dorsal Turret Anti-Vehicle Laser, +x to hit, 3d10+x damage, 15/15 magazine, 500/1000 range, (rerolls 1s on damage dice vs. hard armored targets)

Cargo & Treasure[edit]

Planetary Currencies[edit]

  • 21,000 New Eden credits
  • 13,280 Black Doubloons


Cargo Hold[edit]

50.5/60 tons

  • 6 mech suits (12 tons)
  • Mech repair parts (5 tons)
  • 5 hp of Frigate repair parts (10 tons)



  • Exotic Jewels (0.3 tons)
  • Small Arms, Energy (7 tons)
  • Tools, Industrial (2 tons)
  • Metal Ingots, Rare Alloys (10 tons)
  • Housewares, Postech (4 tons)
  • Fine Liquor (0.2 tons)

Trade history[edit]

Cargo and transaction spreadsheet

Valuable Information[edit]

Combat[edit]

Combat Stats[edit]

  • Erasmus "Vafthru∂nir" Asgeirsson, Init +1
    • Personal AC 3, HP 12/16, Speed 10 m/round
    • Orange Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)
    • Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1, Ammo (Rockets): 1/1
  • Hilde "Gungnir" Bergstrom, Init +1
    • Personal AC 3, HP 16/16, Speed 10 m/round
    • Indigo Mech AC 2, Armor 8, HP 20/20, Speed 6 (15 hexes)
    • Like a Charm: 1/1, Ammo (Rockets): 1/1
  • Agmundr "Tyr's Wrath" Kjærstad, Init -1
    • Personal AC 5, HP 18/18, Speed 10 m/round
    • Yellow Mech AC 2, Armor 12/12, HP 30/30, Speed 4 (10 hexes)
    • Veteran's Luck: 1/1, Ammo (Rockets): 2/2
  • Carla "Kermit" Danger, Init +1
    • Personal AC 3, HP 18/18, Speed 10 m/round
    • Green Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)
    • Veteran's Luck: 1/1, Ammo (Hvy Machine Gun): 2/2, Ammo (Rockets): 1/2
  • Sanso "Hamlet" Johansen, Init +2
    • Personal AC 2, HP 19/19, Speed 10 m/round
    • Blue Mech AC 2, Armor 12, HP 30/30, Speed 4 (10 hexes)
    • Veteran's Luck: 1/1
  • Lief "Vindenblad" Störnuson, Init -1
    • Personal AC 4, HP 16/16, Speed 10 m/round
    • Red Mech AC 3, Armor 8, HP 20/20, Speed 6 (15 hexes)
    • Like a Charm: 1/1, Ammo (Hvy Machine Gun): 1/1

Combat Maps[edit]

  • Ice Station Morituri Base enemy: hideous insectile creatures in pressure-sealed armor AC 7 HD 12
  • Morituri Polyspectral Analysis Red hexagons are lifeform groups. No-go symbols = sealed blast doors. Purple suns = data nodes. Yellow blocks = fusion blocks. Blue areas are either escape pods or shafts through the ice that are accessible to the surface. Key
  • Schematic from data banks
  • This Really Is A Moon Black hexes are non-elite troops. Red hexes are elite troops (Heavy weapons!). Black smiley is a huge alien doom bug. Blue heart is the beginning of the alien vessel. Equals signs are blast doors, open if transparently filled. Yellow cubes are light enemy vehicles.

Battle Stations[edit]

Crew Points: 30

  • Athletics 1, Combat/Gunnery 1, Computer 2, Culture/Spacer 1, Exosuit 1, Leadership 1, Navigation 2, Tech/Astronautics 2, Tactics 2, Vehicle/Space 2 (* -> assume an NPC has it at level 1)

Captain (Agmundr)

  • Cha/Leadership +2
  • Wis/Tactics +2

Pilot (Hilde)

  • Int/Space Vehicle +4
  • Dex/Space Vehicle +3

Comms (Hedonismbot)

  • Int/Computer +4

Boatswain (Sanso)

  • Con/Spacer Culture +1

Gunnery (Carla)

  • Int/Gunnery Combat +2

Engineer (Erasmus)

  • Int/Astronautics Tech +3

Enemy Log[edit]

Basic Chittik Enemy Types[edit]

Single Drone

  • AC 7
  • HD 1
  • Save 15+
  • MR 5
  • Morale 7
  • Ranged Attack: Ion Blaster +2, 1d8, 50/100.
  • Melee Attack: Claws +2x2, 1d4.
  • Special: Cheap.

Drone Mob

  • AC 7
  • HD 8
  • Save 15+
  • MR 5
  • Morale 7
  • Ranged Attack: Ion Blaster +2, 1d8, 50/100.
  • Melee Attack: Claws +3x2, 1d4+2.
  • Special: Cheap.

Single Citizen

  • AC 7 (unarmored) or 5 (Reinforced Chitin)
  • HD 2
  • Save 14+
  • MR 5
  • Morale 8
  • Ranged Attack: Ion Blaster +3, 1d8+1, 50/100.
  • Melee Attack: Claws +3x2, 1d4+1 or 1d6+1 (reinforced serration.)
  • Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1, or sometimes 2.

Citizen Mob

  • AC 7 or 5.
  • HD 12
  • Save 14+
  • MR 5
  • Morale 8
  • Ranged Attack: Ion Blaster +4, 1d8+1 50/100.
  • Melee Attack: Claws +4x2, 1d4+3 or 1d6+3
  • Special: +1 Morale to Drones within LOS. Typically has one or more skills at 1, or sometimes 2.

Chittik Soldier

  • AC 5
  • HD 2
  • Save 14+
  • MR 7
  • Morale 9
  • Ranged Attack: Ion Carbine +4, 2d6, 75/150
  • Melee Attack: Claws +4x2, 1d8+1.
  • Special: Once per combat, force enemy to reroll an attack roll.

Chittik Soldier Mob

  • AC 5
  • HD 14
  • Save 14+
  • MR 7
  • Morale 9

Ranged Attack: Ion Carbine +4, 2d6, 75+/150

  • Melee Attack: Claws +4x2, 1d8+3.
  • Special: Warning Shriek. As an action, once per combat, force morale check on one enemy unit within 20 meters. Enemy units cannot be targeted by this ability more than once per combat. Only works in atmosphere. PC units attacked by this instead must save v. mental or receive -2 to-hit for 1d4 rounds.
  • Special: Heavy Weapon. Squad will be equipped with either an Ion Cannon (+4, 3d6+1, 300/600. May suppress.) or a Plasma Lance (+4, 3d8, 400/800. AP 8.) May use this on alternating rounds if the unit does not move that round.

Star Systems[edit]

A list of star systems explored.

New Eden Star Map

Astaroth (06.06)[edit]

The star system which is the origin-point of both the Nobility and the Mecha, and the place where the campaign begins.

New Eden (Astaroth Tertius)[edit]

  • Atmosphere: Breathable Mix
  • Climate: Temperate
  • Biosphere: Engineered
  • Population: Two Billion Peasants. Two Hundred thousand Nobles. Two Hundred Thousand Psychics.
  • Languages: English (common tongue), Mandarin, Hindustani, Spanish, Russian, Arabic, Japanese, French
  • Tech Level: Baseline 4 with some pretech capabilities (Mech Interfaces, Limited Psitech capabilities, Basic TL5 energy weapons, Bio-Engineering.)
  • Tags: Warlords, Regional Hegemon. Large areas of territory are controlled by different Noble families, and the Planetary Senate is minimally effective at anything but preventing all-out war.
  • Trade: +2 Luxury, +1 Sapient, -1 Pretech, -2 Biotech

History: Unlike many less-fortunate colonies, New Eden was already paradisiacal when the Scream hit. They lost their psychics and their Gates, but disruption to the planetary culture itself wasn't too severe. They have spent the last thousand years expanding across the globe and refining their own culture and biosphere. Individual Estates, no less than 150,000 square kilometers, number around 100. Armed conflicts are strictly limited to small-scale, refereed engagements between hand-chosen mecha and a few support units. Peasants and Nobles are ruled by different codes of law are not treated as equals, although the governments of individual Estates can have substantial differences between them. Psychics are also prized, and are given special privileges over Peasants. Psychic abilities are much more common among the Nobility, but do not give an rank exalted among their peers. All Nobles are expected to be extraordinary; psychic capability is merely one possible expression of their excellence.

Recently, a spike-drive-equipped exploratory mission from another world visited New Eden and landed, in order to make contact. They eagerly shared the secrets of FTL technology with the people of New Eden, who had previously only made System craft for purposes of asteroid mining and the like.

Their generosity may prove to have been ill-advised.

Ice Station Morituri[edit]

Station Morituri had 8 command positions (Captain, XO, Quartermaster, Chief Engineer, Medical, Life Support, Data, and Ops) and ten times that many staff. It ran 24 hours a day, with 20 man shifts. Pay was good, particularly since year-long stints meant you couldn't spend any of the money you were accumulating. Lots of people got sent out there as part of a criminal responsibility agreement*. The command positions are mostly professionals, former soldiers and the like who are used to running an operation along quasi-military lines. The crew, though, are largely an assorted mix of weird rabble and former criminals of the lesser sort. No murderers for the most part, but lots of people with a string of petty crimes, and a few with one serious offense that seemed to be out of character for them. No one with any background as a terrorist or mass murderer or the like.

Situation: It's considered fairly grim. Any survivor should have been able to activate the distress beacon from any one of several locations inside the base. Even if the comm tower was destroyed utterly, every one of the escape pods has its own distress beacon. None of them have been activated. It's half-suspected that when you get out there, there will be nothing but a mass of wreckage where a large meteor strike destroyed the base in one fell swoop. That sort of thing does happen sometimes. Alternately, they could have uncovered something dangerous within the ice, or been subject to a surprise attack by very well-organized pirates. That last is unlikely, weapon discharges in-system would normally be detected by someone.

Rough Map of modular station

Schematic from data banks

Planet[edit]

Omicron Pioneer (04.07)[edit]

There's a refueling station and trade depot here, orbiting a chilly, rocky world. There was a colony down there that failed at some point, possibly due to the fact that the native life is lethally allergenic to humans. Sometimes prospectors go down to explore the ruined cities and look for treasure, but as many fail to come back as come back with valuables. Most people here are just passing through. The system has maybe a hundred permanent residents.

Orbital I[edit]

Terrestrial Planet. Atmosphere looks breathable, gravity within human-tolerable norms. Very little liquid water, somewhat hot. This close to the sun, it might be bombarded with enough radiation that you wouldn't want to live out in the open.

Orbital II[edit]

Gas Giant: A small ball of what looks to be water in the core. It has some rocky moons, so a fair amount of the water is actually liquid. Lots of methane and nitrogen. Not particularly pleasant as a place to land.

Orbital III[edit]

Terrestrial Planet: Another world quite similar to the first in size and atmosphere, but darker and colder.

Orbital IV[edit]

Asteroid Belt: There's an asteroid field. Lots of heavy elements; you'd say it's a shattered planet rather than an accretion of mere dust and ice.

Orbital V[edit]

Terrestrial Planet: Earthlike in size, gravity, atmospheric composition, and water distribution. However, it's stony rather than possessing meaningful soil, and extremely dark and cold this far out. It has only a few tiny moons, but there is an orbiting space station, whose signature you have picked up.

Dirty Mike's Dead End Deli[edit]

You can detect the radio beacon of the system's trading post. It's a simple repeating signal, using slower-than-light broadcasting and including coordinates, not that it would be difficult for any reasonably-equipped ship to spot the source. It's orbiting a cold and rocky world, which itself orbits a dim red dwarf.

Station Services[edit]

Station Services

  • On-Board quarters, long-term rates available.
  • Restaurants.
  • Hospitality services.
  • Surface transport or in-system shuttles.
  • Fuel & ship supplies.
  • Vessel maintenance.
  • Machine shop & technical services.
  • Medical Clinic.
  • SpaceMart.
  • Smelting & Ore Processing.

Currencies Accepted

  • Kanadan Corporate Scrip
  • Verge Lucre
  • Black Doubloons

Available Commodities

  • Metal Ingots (various)
  • Prefabricated Structural Elements
  • Rare Antiques
  • Metawheat

Station Stats[edit]

Dirty Mike's Dead-End Deli, Wholesale Hydrogen, & Trading Post

  • Bannerjee Model 12
  • Armor 5
  • HP 120
  • Crew Min/Max 20/200
  • AC 9
  • Power 50
  • Free Mass 40
  • Hardpoints 10
  • Weaponry: Jitter Beam Projector (+3 to hit/3d8+1, AP 15, Phase 3), Plasma Beam (+3 to hit/3d6+1, AP 10)
  • Fittings: Armory, Lifeboats, Cargo Lighter, Ship’s Locker, Workshops, 4600 tons of cargo space, Hydroponic Production

Dyson Medusa (06.05)[edit]

This is a neutron star, in a system very late in its life-cycle. The lone inhabited planet orbits close in. It's relatively warm, but also radioactive as hell, with an atmosphere made up almost entirely of noble gases. The surface is a weird, bizarrely-colored jungle of plant and animal life adapted to those conditions. The colony is entirely underground, with mile upon mile of tunnels and caverns. It's inhabited by surprisingly low-tech people with a bunch of black-box fusion generators. They're currently engaged in a civil war, so going there is a risky proposition, although they'd likely pay about anything you wanted to charge for TL4 weapons.

Planet[edit]

Planet[edit]

Planet[edit]

Icarus Illthrax (07.06)[edit]

This is the closest thing to civilization that can be reached directly from Astaroth. There's a world here with about 3.5 billion people, in an engineered biosphere that has gone completely haywire. They're currently being ruled by foreign invaders who moved in floating cities and rain down plasma death on anyone that defies them. The native atmosphere is very thin (one of the things that the bio-engineering was supposed to fix.) The locals are adapted to it, but outsiders who visit should probably wear some kind of oxygen or breathing mask.

Planet[edit]

Planet[edit]

Planet[edit]

Kanadan Corporate Confederacy[edit]

Overview goes here.

New Gaia[edit]

The Kanadan Corporate Confederacy sits mostly on a warm planet called New Gaia, although they've developed the system fairly thoroughly. They have a two-tiered society. It's essentially medieval outside the domed cities, but not too bad if you like renaissance festivals. Inside it's a corporatocracy. They're very much in favor of trade, but they'll cheat you and eat you up with fees and surcharges, too. But. They make some of the best light vehicles you've ever seen."

  • Outside the bubbles:
    • Friction 2, high risk of Trouble
    • Primitive World (-2 Agriculture, -1 Livestock, +1 Tools, +2 Postech)
  • Inside the bubbles:
    • Friction 4, low risk of Trouble
    • Cosmopolitan World (-2 Cultural, -1 Military, +1 Luxury, +2 Pretech)

Planet[edit]

Planet[edit]

The Verge[edit]

The Verge is a fine place to do business, but do not fuck around. The population is divided into humans and what they call goons. Goons are a sort of replicant human, grown in tanks. There's a lot of them. A human can kill any goon by looking at them wrong or snapping their fingers or the like, so the goons know their place. Plus they're pretty heavily indoctrinated. You probably can't tell the difference between a human and a goon too easily, but the natives can.

  • Friction 3
  • Tyrannical World (-2 Mineral, -1 Sapient, +1 Military, +2 Medical)

Planet[edit]

Planet[edit]

Planet[edit]

Humbaba[edit]

They're in a state of civil war, which is especially brutal because the planet's atmosphere is fiendishly toxic. It's a chancy proposition. I haven't learned a huge amount about them yet, but they don't have much in the way of space defenses.

Planet[edit]

Planet[edit]

Planet[edit]

Wei Xiu[edit]

Overview goes here.

New Phaeton[edit]

They're a police state. You don't want to go down there. You can smuggle with the belters and such, though, if you're sneaky about it."

Planet[edit]

Planet[edit]

Circini 2702[edit]

The sunlight on the surface of the planet is lethally hot, so they live in giant craters, calderas, and cave complexes where the light can't get them. They don't have a very strong tech-base, they're mostly pre-fusion. They've actually become a client state of the Verge. Not their choice, bu they couldn't really say no. The Verge has things buttoned up pretty tight there, but there's no rule against buying and selling, so long as you aren't dealing in arms or anything else restricted..

  • Friction 4
  • Agricultural World (-2 Agricultural, -1 Livestock, +1 Biotech, +2 Tool)

Planet[edit]

Planet[edit]

Planet[edit]

System Name[edit]

Overview goes here.

Planet[edit]

Planet[edit]

Planet[edit]

House Rules[edit]

House rules go here.

Character Generation & Advancement[edit]

  • Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste.
  • Characters begin at level 1, with 0 Experience points
  • Hit Points will start out at maximum for the class, plus 10.
  • Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement.
  • Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can "blow through" an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses.
  • All PCs must take the Noble background, but may select whatever training package they wish.
  • English is the common language of New Eden.
  • All PCs treat Exosuit as an in-class skill.
  • Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to attack and damage for unarmed and melee attacks. Combat/Primitive must still be used for grenades and the like, so it isn't useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action.
  • PCs may replace the Noble package's Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation.
  • At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.)
  • After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies.
  • The game will be using the rules from various other books. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills.
    • Suns of Gold: "A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust.
    • Skyward Steel: "To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total.
    • Starvation Cheap: "Add up the army's most common Tech Level, plus the lower of the commander's Tactics or Leadership skills, plus the total of the commander's Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them."
  • Equipment
    • Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I'll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits.
    • Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They're Encumbrance 0, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor.
    • No cybernetics.
    • Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards.
  • The character advancement tables are going to get simplified a little.
    • Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc.
    • Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000.
    • Further, PCs will receive some special abilities at level 3 and above, which we'll go into later.
  • Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.

Economics[edit]

There is no such thing as interstellar credits in this game, nor are there currency exchanges. Planetary/System currency will be described as "credits," although in fact this represents some arbitrary amount of dollars, dinars, pesos, energy certificates, or the like. Keeping a hoard of planetary currency on your ship is not unwise if you intend to return to that place, but generally speaking you should accumulate WEALTH rather than MONEY. Trade goods transfer just fine across the stars. Bonuses or Penalties to trade modifiers do not stack; use the largest bonus and the largest penalty.

Starting Ship[edit]

  • You will begin with a top-of-the-line military frigate in a saucer configuration
  • This ship contains a Workshop and one unit of Fuel Bunkers at no cost in space or mass. The workshop can do repairs and the like for suits or light mechs.
  • You may equip it with any further components you like, although you are limited to TL4 hardware.
  • I strongly recommend a drive-2 or drive-3, another Fuel Bunker or Fuel Scoop, one or more units of cargo space, and a way to reach the surface of a planet: Drop Pod, Cargo Lighter, or Atmospheric Capability. If you doubt the need for cargo space, consult the rules on mech maintenance.
  • The ship will also be equipped with some gunnery-scale defenses: A heavy machine gun on the port and starboard sides, a forward-mounted rocket launcher, and a dorsal turret armed with an anti-vehicle laser. These are useless in starship combat but may have some utility if the ship is assailed on the ground or by a boarding party. They do not require space or mass.
  • 25,000 credits worth of mecha maintenance parts constitute one ton of cargo. You start with 5 tons of these materials, and 100,000 credits worth of any other TL4 trade goods you like. See: Suns of Gold, pg. 16.
  • The ship has 20 crew plus yourselves. The crew are peasants and are only paid one-quarter of the normal amount, they are prepaid for the first three months.
  • Ship's stores last for four weeks rather than two weeks. This is doubled normally for extended stores; one unit of extended stores will give you two months of supplies in total.
  • Your family's generosity is great, but not unlimited. Visits to Astaroth will allow you to pay the crew for another month so long as you make a substantive report of your ventures, and will allow you to refuel, replenish your stores, and perform your yearly ship maintenance for free.
  • The ship has six suites for command crew (yourselves), which are three meters by three meters. Unimaginable luxury! The crew are in a tightly packed barracks with bunks.

Mecha[edit]

  • Mecha have double hit points.
  • Suit mechs must be custom-fitted to the user, and are not interchangeable.
  • Noble-grade mechs are a little better than factory standard. The PCs may add the following bonuses to their own personal mechs: 1 power and free mass to all Suit mechs, 3 power and free mass to all Light mechs, and 5 power and free mass to all Heavy mechs.
  • Suit mechs take up 2 tons of cargo space. Light mechs take up 10. Heavy mechs take up 50.
  • The Workshop in a Frigate can perform repairs and maintenance on a Light mech. A Cruiser-scale workship is required for Heavy mechs. Suit mechs just require a toolkit.
  • Cargo carried about by a mech is highly likely to be destroyed in any exchange of fire or the like.
  • A mech pilot cannot be wearing any armor heavier than a pilot suit or armored undersuit.
  • The interior space allowed for pilot equipment is very cramped. The pilot may only have 5 encumbrance units of weapons or equipment inside a suit mech, 10 inside a light mech, or 15 inside a heavy mech. Unworn armor cannot fit inside a suit mech.
  • The pilot's Exosuit skill subtracts from the mech's Armor Class.
  • Every Suit Mech may have one sidearm: This is a personal-scale weapon such as a laser rifle or monoblade which can be used freely. Players may choose any TL4 weapon as their mech's sidearm. You can swap out your sidearm during downtime or with a check.
  • A ranged gunnery weapon on a mech can only be used every other round, due to cool-down requirements. Slow-firing weapons must test or require another round to cool down.
  • A mech's ranged weapons score a Critical Hit on a natural 20. Their Melee weapons score a critical hit on a score of 20-(Combat/Melee) or better.
  • Melee attacks made by mechs use the pilot's strength or dex to-hit, but their bonus damage is always +2 regardless of the pilot's attributes, because mechs are hella strong.

Mecha Critical Hits[edit]

  • Ranged weapons critical only on a natural 20, but melee weapons critical on (20-weapon skill: Primitive, Melee, or Psitech)
  • On a Critical Hit, first determine whether the hit dealt any damage after applying the target's armor. If the hit dealt no damage, reduce the target mech's armor by 1. If the hit dealt damage, the pilot may roll a saving throw. Physical versus things that are essentially like bullets, mental versus psitech attacks, evasion versus explosives, tech versus energy weapons, luck if nothing else applies. On a successful save, the mech merely takes damage normally. On a failed save, apply the damage AND roll 1d6:
    • 1: Armor Damage. The target mech loses 1d4 points of armor. Subsequent armor criticals reduce armor by 1d4 more points AND penalize Armor Class by 1.
    • 2: Weapon Damage. Randomly select a weapon on the target mech, which becomes Damaged. It is at -2 to hit and damage. A further critical hit to the same weapon renders it Disabled, and it cannot be used until repaired. A third critical hit to the same weapon renders it destroyed. It cannot be repaired and must be replaced.
    • 3: Locomotive Damage. Determine how many locomotive systems the mech has. All mechs have legs. Some may have grav pods or the like. Randomly determine which are affected. Damage to Legs reduces the mech's ground-based Speed by 1, to no lower than 1. Recalculate its movement rate accordingly. Damage to grav pods or the like is handled like weapons: First they are damaged and only propel the mech at half their normal speed. Then they are disabled and cannot be used. Then they are destroyed and must be replaced.
    • 4: Systems Damage. Roll 1d4.
      • 1: Power Fluctuation. The mech loses its next action.
      • 2: Ammo Cookoff. Non-explosive ammunition for one weapon is destroyed, leaving only enough ammunition for one attack, or one weapon with explosive ammunition has it cook off, dealing damage equal to one hit to the defending mech. If the weapon had more than one unit of ammunition remaining, only one unit is left.
      • 3: Power Drain. The mech's energy weapons deal damage with one die type lower. 3d8 becomes 3d6, for example.
      • 4: Power Severed. The Referee may select one power-intensive system that ceases operation until this result is repaired. If there are no power-intensive systems, use Power Fluctuation.
    • 5: Electronics Damage. Roll 1d4.
      • 1: Visual sensor damage. -2 to hit with all weapons unless some other sensor system is available.
      • 2: Targeting systems damaged. Melee attacks and short-ranged ranged attacks are unaffected. Most Long-ranged ranged attacks suffer an additional -2. Systems that rely on sophisticated targeting, such as anti-air lasers, are generally totally unusable.
      • 3: Comms Down: The mech loses access to its communications suite.
      • 4: ECM/ECCM Damage: The mech ceases to operate as an ECM/ECCM platform. This may be really bad.
    • 6: Pilot Damage. Roll 1d4.
      • 1: One piece of equipment inside the pilot compartment is destroyed, if the pilot is carrying additional equipment. Determine randomly.
      • 2: The Life Support system is damaged. This will become a problem in 1d20 minutes in hostile environments.
      • 3: The pilot suffers 1d4 damage and a suit tear to their pilot suit.
      • 4: For each die of damage dealt by the weapon, the pilot takes 1d6 damage. No hit roll required.
  • Repairing a level of critical hit damage has a cost equivalent to 1d4 HP for that type of mech. It takes 12 hours, divided by the skill of the technician, who must have a skill of at least 1.

Mecha Movement[edit]

Mechs have halved movement rates, but I think you're miscalculating how far that comes out to. A shock suit has Speed 4. You multiply that by 10 meters to figure out their normal combat move, which is 40. Compare that to the [I]20[/I] that an un-enmeched* infantry moves. So, we divide your 40 meters in two to get 20 meters. Hexes are two meters. So you can move 10 hexes. 20 if you give up your action, or have the Melee skill to charge and choose to do so. Normal characters move 5 hexes, or 10 if they run or charge. So! Shock and Psi suits move up to 10 hexes. Specialist suits move up to 15.

Weapons & Equipment[edit]

Combat[edit]

  • Surprise may be checked for if the groups run into each other unexpectedly or one side does not expect combat. Surprise will generally result on a 1-4 roll of a D12. You may notice this is equivalent to 1-2 on a D6. The reason this matters is that characters with the Perception skill may subtract their ranks (including rank 0) from the range of rolls that result in surprise. Therefore, someone with Perception 2 would be surprised only on a 1 on 1d12. Someone with Perception 3 could not be surprised under normal circumstances.
  • During the round you first move up to your movement rate, and then may take an action. This may be to charge, use a weapon or item, use a psychic power, reload, or similar things that may be done quickly.
  • Combat movement rates are cut in half. Rotating is free. You will by default end up directly facing whatever enemy you attack. Your front facing is the three hexes in front of your character. Enemies attacking via melee will have +2 when attacking from your 2 flank hexes or +4 from directly behind. These modifiers do not apply to ranged weapons.
  • Hexes are generally two meters across; I may adjust this scale when there are Light or Heavy mechs in play.
  • Lesser enemies may be arranged into Mobs ala Godbound.
  • You may draw whatever weapon you intend on using as part of your action. It requires an action to re-sheathe or otherwise put away a weapon. If you don't want to do this, they may be dropped on the ground. Mech weapons are integral and need not be drawn or sheathed.
  • Cover protects against ranged attacks. Light cover will typically give a -2 penalty to hit, heavy cover will give -4. The determination as to whether cover is light or heavy will depend on the degree of concealment, the density of the material, and the type of weapon being fired. A plywood door will not give meaningful protection against a rocket launcher, but a flimsy reflective surface might give cover against a laser weapon.
  • A character armed with a melee weapon, or unarmed but possessiong Combat/melee skill of at least 1, may charge into melee as their action. They may move up to their normal movement rate and still make a melee attack. This attack is made at +2 to-hit and damage, but gives them a +2 penalty to their AC until their next action.
  • Characters who are armed with melee weapons (Unarmed counts if they have Combat/Melee at a skill level of at least 1) have a "zone of control" across their front arc. This has several effects.
    • They may make a "free" melee attack at -2 to-hit against any enemy who attempts to use ranged attacks while in their zone of control. This may also apply to the use of certain psychic powers or other distracting activities. They may make a number of free melee attacks equal to their skill in Combat/Melee.
    • Enemies also provoke this attack if they move out of any hex inside the zone of control at their full movement rate. It requires their move action to "step" one hex in whatever direction. This includes stepping into another hex in the same zone of control.
  • Some weapons are a bit different.
    • Gunnery weapons require a one-round cooldown between uses.
    • Monoblades deal 2d6 damage.
    • Void Carbines are designed not to damage starship internal systems. They also function like a suit ripper on a hit.
    • Mag Rifles and Mag Pistols deal only 2d8 and 2d6 damage, respectively. However, Mag Rifles ignore 4 points of vehicle or suit mech armor, and Mag Pistols ignore 2 points. They are still ineffective against targets only affected by gunner-scale weaponry.
    • Spike Throwers deal one less die of damage against armor as protective as a CFU or Pilot Suit. They deal two less dice of damage against vehicles or the like.
    • Personal-scale energy weapons receive +2 to hit rather than +1 to hit.
    • Sidearms which are projectile weapons have the Ammo trait (it should have always worked this way anyway) but they use their own skill instead of gunnery to check at the end of combat to see if they've gone dry.
    • If you have Ammunition Cells and a rocket launcher, you can state that you've got Anti-Personnel AND Anti-Vehicle rockets. Anti-Personnel rockets do 3d10 straight to mobs, but don't have the AP quality. Switching between types of ammunition takes a round, but only requires a free action. Your mech does it automatically in response to a simple mental command. You check at the end of combat only re: the types of rockets you have used, so you can run out of one but not the other.

Mobs[edit]

Because A. Tracking single enemies is a pain in the ass and B. You guys are expected to destroy scads of them, we're going to be adopting the Mob rules from Godbound. I'll summarize below.

  • Mobs occupy an area rather than having discrete positions. I'll tell you specifically if they have cover or not.
  • On their turn, Mobs make one or more attacks on every enemy they have LOS to.
  • Mobs are basically normal troops, so they typically will be firing rifles or the like; gunnery weapons will be called out specifically.
  • Mobs have HD rather than HP. So, of course you are wondering how you deal HD damage instead of HP damage.
  • The answer is that we use Godbound's damage charts. In essence, you roll your normal damage. Each die is then counted separately. A 1 on the die deals 0 damage, a 2-5 deals 1HD, a 6-9 deals 2HD, and a 10+ deals 4HD. If you have a modifier due to an attribute or the like, apply that to any one single die of your choice.
  • Area effect weapons are lethal against mobs.
    • An HMG fired to suppress deals half its damage straight, with no to-hit roll required. If the target is behind hard cover, they may save to negate the damage.
    • A rocket launcher firing anti-personnel rockets deals straight damage, but fires at a -2 penalty.
    • Other weapons we'll deal with as they come up.
  • You cannot move through a mob!

Vehicles[edit]

If you are firing using anti-vehicle weapons, I may apply the quick kill rules (Starvation Cheap) or alternately allow you to automatically inflict crit effects.

Hacking[edit]

Complexes or large ships typically have a network of computing systems called Data Nodes. Each node is a component of a greater whole, carrying some portion of the system's permissions and capacity. If you're an authorized user you can do all manner of things remotely, but if you're an interloper you have to pry the system open one node at a time. If you're working with just a dataslab, hacking a node takes 2d4 rounds. If you have actual hacking gear, whether a neural interface and deck or a hacking module built into your mech, then things are easier. In that case, it takes your move to jack into an adjacent node, and your action to attempt to hack it. Rules follow.

  • The initial hacking attempt is always a Computer roll.
  • The difficulty of the computer roll is dependent on the system, and typically will not vary through a system.
    • Essentially unsecured consumer-grade systems are Diff 6. We typically won't roll for them.
    • Marginally secure consumer or small business systems are Diff 7.
    • Systems that someone has made any real effort to secure are Diff 8. This includes most corporate systems, or military systems that in fact rely on physical security rather than electronic.
    • Medium corporate or military security systems, or those run by serious hacker types, are Diff 9. There may also be countermeasures.
    • High security systems are Diff 10. Expect failures on your rolls to carry potentially serious consequences.
  • Success brings rewards!
    • A simple success gives you control of that node. See below for benefits.
    • A failure "locks" the node, it cannot be attempted again until circumstances change substantially.
    • An exceptional success (You roll at least three points higher than the difficulty, for example a 10 or better on a Diff 7 system) brings further benefits. Roll 1d6.
      • 1: You can immediately (on your next round) attempt to hack a nearby node without having to move adjacent to it. You gain knowledge of the location of that node whether you successfully hack it or not.
      • 2: You gain a useful piece of information.
      • 3: You gain a financially valuable piece of information.
      • 4: You learn the location of 1d3+1 other undiscovered data nodes in the complex.
      • 5: You can immediately make some alteration to a device related to this data node. For example, if you hacked a node in the life support system, you could attempt to make it highly uncomfortably hot or cold. Safety interlocks will typically prevent you from doing anything immediately lethal.
      • 6: You can brain-burn an enemy hacker in the system for damage equal to 1d4 for each even level you have obtained. They may make a tech save to halve that damage. In either case, they'll be stunned and unable to hack for 1d6 rounds.
  • The types of things you can attempt to do vary by the total number of nodes you control.
    • Once you gain at least 25% of the nodes in a complex, you can attempt to make slightly advantageous changes using the node you are present at. So, changing the temperature from a life support node or opening or closing doors from a security node.
    • Once you gain at least 50% of the nodes in a complex, you can attempt to make substantial changes using any node you have control of, from any other node.
    • Once you gain at least 75% of the nodes in a complex, you can attempt to do make any change from any node you have control of.
    • If you should gain 100% of the nodes, you no longer need to make rolls. The system is under your control.
  • Enemy hackers are single, heroic troops rather than mobs.

Crew[edit]

The ship's crew goes here. I don't really care if you name these guys or not.

Captain's Crew[edit]

  • Crew 1: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 2: (Class)
    • AC: 7 HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 3: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:

Comms Crew[edit]

  • Crew 1: Emil Hansen (Expert)
    • AC: 7 HP: 6 Attack: +0 XP: 0
    • Skills: Computer 1, Culture Spacer 0, Language 1 (Russian, Japanese), Persuade 1, Bureaucracy 0, Tech/Astronautics 0, Combat/Energy 0, Culture/Traveler 0, Security 0 [Signalman, Signal Officer]
    • Gear: Armoured undersuit, astronautics tool kit, compad, dataslab
  • Crew 2: Mathias Johansen (Expert)
    • AC: 7 HP: 6 Attack: +0 XP: 0
    • Skills: Culture/New Eden 0, Exosuit 0, Tech/Postech 0, Tech/Medical 0, Computer 0, Language 0, Perception 0, Security 0, Combat/Energy 0, Stealth 0, Culter/Traveller 0, Persuade 0 [Technician, Inelligence Officer]
    • Gear: Armoured undersuit, metatool, compad, dataslab, postech tool kit, vacc suit, compad
  • Crew 3: Nora Andersen (Warrior)
    • AC: 4 HP: 8 Attack: +1 XP: 0
    • Skills: Combat/Energy 1, Culture/Spacer 1, Security 0, Tactics 1, Combat/Melee 0, Exosuit 0, Tech/Astronautics 0 [Security Crew, Space Marine]
    • Gear: Combat field uniform, Laser rifle, vacc suit, compad

Nav Crew[edit]

  • Hildr Niflheim: (Expert)
    • AC: 7 HP: 6 Attack: XP:
    • Background: Astrogator's Mate. Training Package: Astrogator
    • Skills: Culture/Spacer 0, Combat/Energy 0, Navigation 1, Science 1, Vehicle/Space 1 Computer 0, Leadership 0 Tech/Astronautics 0, Tactics 0
    • Gear: Armored Undersuit, Thermal Pistol or Vac Suit, Metatool, Compad, Data Slab
  • Marllar Niflheim: (Expert)
    • AC: 7 HP: 6 Attack: XP:
    • Background: Aviator's Mate. Training Package: Aviator
    • Skills: Culture/Spacer 0, Navigation 1, Combat/Gunnery 1, Vehicle/Space 1, Tactics 0, Leadership 0, Perception 0, Tech/Astronautics 1
    • Gear: Armored Undersuit or Vac Suit, Metatool, Compad, Data Slab, Shock Baton
  • Sora Hasegawa (Expert)
    • AC: 7 HP: 6 Attack: XP:
    • Background: Aviator's Mate. Training Package: Aviator
    • Skills: Culture/Spacer 0, Navigation 1, Combat/Gunnery 1, Vehicle/Space 1, Tactics 0, Leadership 0, Perception 0, Tech/Astronautics 1
    • Gear: Armored Undersuit or Vac Suit, Metatool, Compad, Data Slab, Shock Baton

Engineering Crew[edit]

  • Crew 1: Urtha Enqvist (Expert)
    • AC: 9 HP: 6 Attack: +0 XP: 0
    • Skills: Computer 1, Culture/Spacer 0, Science 1, Tech/Postech 1, Tech/Astro 0, History 0, Tech/Medical 0, Tech/Maltech 0, Tech/Pretech 0
    • Gear: Solar recharger, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit, computer tool kit
  • Crew 2: Verthandi Enqvist (Expert)
    • AC: 9 HP: 6 Attack: +0 XP: 0
    • Skills: Culture/Spacer 0, Exosuit 1, Gambling 0, Tech/Astronautics 1, Combat/Energy 0, Tech/Postech 0, Computer 0, Vehicle/Space 0, Leadership 0, Perception 0
    • Gear: Laser pistol, vacc suit, metatool, power cells, compad, dataslab, astronautics tool kit, postech tool kit
  • Crew 3: Skulda Enqvist (Warrior)
    • AC: 9 HP: 8 Attack: +1 XP: 0
    • Skills: Combat/Projectile 1, Combat/Melee 0, Culture/Spacer 0, Tactics 0, Exosuit 0, Tech/Astronautics 0, Tech/Postech 0, Computer 0, Vehicle/Space 0
    • Gear: Sniper rifle, ammunition, vacc suit, metatool, compad, dataslab, astronautics tool kit, postech tool kit
  • Crew 4: Yngve Afzelius (Expert)
    • AC: 9 HP: 6 Attack: +0 XP: 0
    • Skills: Culture/Spacer 0, Science 0, Tech/Astronautics 0, Tech/Medical 1, Exosuit 0, Tech/Postech 0, Bureaucracy 0, Perception 0, Persuade 0, Religion 0, Leadership 0
    • Gear: Vacc suit, bioscanner, lazarus patch, medkit, metatool, compad, dataslab, astronautics tool kit, medical tool kit, postech tool kit

Gunnery Crew[edit]

  • Crew 1: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 2: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 3: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:

Boatswain's Crew[edit]

  • Crew 1: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 2: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 3: (Class)
    • AC: HP: Attack: XP:
    • Skills:
    • Gear:
  • Crew 4: (Class)
    • AC: (armor) HP: Attack: (Weapon, to-hit, damage) XP:
    • Skills:
    • Gear:

NPCs[edit]

List important NPCs here.

Captain Lindt, CO of 'Walrus II' intra-system ice hauler[edit]

Captain Verin Nash[edit]

  • Alien Peasant, captain of the Star Opal
  • A sturdy-looking man in a t-shirt and a black leather jacket. He has some cybernetic implants of some kind - they aren't ostentatious, but there's clear signs of installation on the side of his head.
  • Abilities
  • Links to important posts

Snorre[edit]

Astrid[edit]

Knut and Magnus[edit]

Than Ulf[edit]


NPC Name[edit]

  • Rank
  • Description
  • Abilities
  • Links to important posts
    • Post Link
    • Post Link
    • Post Link

NPC Name[edit]

  • Rank
  • Description
  • Abilities
  • Links to important posts
    • Post Link
    • Post Link
    • Post Link

Player Notes[edit]

Volume I[edit]

The Jotunn Clan, of the Muspelheim Estate[edit]

Overview

  • While New Eden may be a world in a greenhouse state, the poles are still an uninviting climate. Our clan comes from the small continent at the south pole, which is undergoing collisions and rifting at the same time. While it is mineral-rich, it is unable to support a great population; this limits the clan's ability to exploit its land. It does make it a logical place to build spaceships, which might be the only reason our poor clan is partaking in the new space race at all.
  • "I do like the idea of a poorer Clan. The backward agricultural landowners who are looking to get out from under their economic fate. So in a way we're Space Vikings, giving us even more reason to get out there and explore. Also, horned helmets." -- Heavy Josh
  • "I like the arctic thing. Even more than the cold, though, I like the idea of being a poor, formerly somewhat backwoods clan trying to vault ahead in the space race." -- Nicias
  • Decisions are often made at huge meetings in the Clan-Hall, Bjorgfell, with a great deal of shouting. [[1]]
  • More delicate situations are often entrusted to select committees of elders. [[2]]
  • The PCs are all from the same Clan, but aren't necessarily from the same nuclear family. "Cousin" is a highly generic term under these circumstances and is almost always appropriate unless one party is the direct lineal descendant of another. Your great-aunt twice removed is still "cousin." Calling your grandfather "cousin" is a serious mistake. Calling your brother or sister "cousin" may be a calculated distancing technique. [[3]]
  • "The way it works in practice is that your family/clan/something owns the salvage, but you get credit for bringing it back. Internal to the clan, you're on a kind of reputation/gift economy. You only use money and trade outside the clan. The peasants, like the captain, would get outright cash consideration. The way this works varies by clan. It might be easiest to think of this like some of those highly extended old-school asian families, where some matriarch with a mind like an abacus is always totaling up who's in favor, who's out of favor, who needs help and who isn't pulling their own weight, et cetera. So you guys aren't going to end up with some giant buried pod you have to figure out what to do with, but you're going to get consideration somewhere down the road that you wouldn't get otherwise." [[4]]

Clan Strengths:

  • Our peasants have access to good medicine and education and are paid relatively well.
  • We have particularly strong ties to the interstellar spy agency of New Eden.

Clan Flaws:

  • The class system is more rigidly enforced than the already-rigid structures in place elsewhere on New Eden, with churls placed above villeins placed above peons. Guest workers from other Estates are at the lowest rung.
  • Over the past few generations our Clan fared really miserably in duels and in front of the Magistrate, leaving other Clans quick to try and muscle their way past us on minor matters. Every new generation seeks to restore our Clan's honor.

Notable Personalities:

  • Torgrimson is our "uncle," not literally an uncle but a family member who is our boss and patron and thus not properly referred to as "cousin." He's the type who argues for our project at clan meetings. He has a heavy cyborg fist that is fifty years out of fashion. [[5]]
  • Helvig is a wise and powerful clan elder who is heavily invested in ice mining operations further out-system. He was initially a prominent skeptic of our spike-drive project but came around (to a degree) after we helped investigate a problem at one of his outposts that turned out to be the Chittik menace. [[6]]

More Notes On New Eden[edit]

  • The rights of peasants can vary widely between estates. Links contain a lot of speculation on peasant/noble relations. [[7]] [[8]]

[[9]]

  • Really serious issues get resolved by diplomacy or the Senate. If the issue is of real importance to the individual clans and it just can't be worked out via normal means, it goes to the Royal Court, which is literally run by an AI, The Magistrate. The Magistrate has some thoroughly scary powers and will make a ruling that serves the interests of justice. Most Clans don't really want to interact with the Magistrate. Problems that are basically bullshit, like something that isn't meaningful in real terms but nobody can back down without saving face, or there are mixed feelings about it within the Clan itself, might be resolved via duels. Duels are where champions in mechs go out and fight each other. [[10]]
  • Gladitorial fighting is in on some parts of New Eden, but forcibly drafting teens into it would be too far for most nobles. Convicted felons on the other hand might just work. [[11]]
  • Estates vary between those that openly embrace the direct rule of the nobles and merely have all practical power consolidated in their hands. [[12]]

Volume II[edit]

Volume III[edit]

Important Links[edit]