Post by Darth Caedus on May 13, 2014 3:17:05 GMT
Start Date is this weekend, so I am not worrying about this while I finish up my school.
This is a space-exploration rpg, kind of expanded from my previous attempt over on AG.
The spoiler contains the laughably bad lore I thought up, since I intend to edit this post with anything I may add in the future.
THE NINE PLANETS:
Nala: One of the original three planets, Nala became the main economic forces behind the alliance, as such, natives of the world have access to increased economic power and trading ability.
Canto: The first of the planets to develop space travel, Canto quickly became the source of military might in the area, as such, natives have access to more powerful ships and weaponry.
Rone: The last of the original three, Ronein diplomats quickly proved to be capable of negotiating out of most situations, and the civilization on a whole is more charismatic and capable of forming alliances.
Alcor III: Discovered when it was in the equivalent of Middle Ages Earth, Alcor III was uplifted to an equal member in the Alliance in order to gain access to the vast mineral nodes. Citizens of the planet have always been skilled prospectors and mine only the purest minerals.
Alon: A rather lawless planet, Alon is the host of the Alliance's espionage service, and trains the universes most deadly ghosts. Subjects are raised at a very young age to be stealthy, often evading combat: but, as a result, they are weaker in fights.
Endiku Prime: Cold and calculating, Endikuens were initially hostile to Alliance representatives, and an attempt to take the planet by force led to a rough fight in which millions of troops were killed by the extremely effective long range weapons of the locals. When control was finally established, Endiku Prime was quickly given equal membership and now fields snipers of extraordinary talent.
Ausautas: The Land of tinkers, Ausautans proved to be mechanical geniuses, and were inducted into the Alliance after fixing the engine of a crashed ship, allowing the crew to return home safely. The locals can build just about anything given the correct raw materials, and from a very young age they are usually accompanied by their own creations.
Hera: A relatively obscure planets, much of what the expedition knows is rumors of powerful psychics. They are said to be the descendants of another ship much like ours, that contained exiles capable of enormous feats of telekinesis, telepathy, energy manipulation. They became allies after destroying the minds of a exploration ship, and are pretty much allowed to do as they please. According to legend, they are capable of helping others unlock such abilities within themselves.
Sesu does not currently appear to have any benefit for serving as a base of operations for deep space operation (aka, I can't think of unique mechanics for it, so suggestions are welcome, if and when I do, players will be giving the option of switching planets).
Spoiler contains details of planetary benefits.
Character Sheet:
Name: Choose one
Planet: Choose one
Ship:none
Weapons: none
Credits: 250,000
Cargo Hold Contents: 0
Stats will be distributed once planet is chosen.
This is a space-exploration rpg, kind of expanded from my previous attempt over on AG.
The spoiler contains the laughably bad lore I thought up, since I intend to edit this post with anything I may add in the future.
Captains log
Stardate: 2173.34 (estimate)
"Utilizing the new dimensional rift technology recovered from a destroyed Borg vessel, we have crossed into a new universe. There we found a powerful alliance of planets, each one ruled by a different form of government, but united in their quest to explore the stars. An unfortunate encounter with a band of natives resulted in the destruction of the dilithium crystals, stranding us here. In the name of exploration, it was decided that the crew would disseminate among the planets, while volunteers reshaped the ship into a new habitat, from where we will set up a trade network with the surroundings."
The recording ends with a burst of static. It has been ten years since you arrived here with your parents. Now that you have come of age, it has been decided that you will be sent out among the stars, to one of the Nine home-worlds of the Alliance. The captain calls you to his room and informs you of the mission.
Traces of Dilithium crystals have been detected by the scanners on the clothing and ships of the locals, unfortunately, no source has been discovered and the locals know nothing of it. Chosen officers are tasked with setting themselves up with the government of one of the planets, and then searching for such a source. 7 years have passed and every officer sent out has either settled down or been killed in action.
You say goodbye to your parents, and head down to the shuttle bay, time to find a home planet.
Stardate: 2173.34 (estimate)
"Utilizing the new dimensional rift technology recovered from a destroyed Borg vessel, we have crossed into a new universe. There we found a powerful alliance of planets, each one ruled by a different form of government, but united in their quest to explore the stars. An unfortunate encounter with a band of natives resulted in the destruction of the dilithium crystals, stranding us here. In the name of exploration, it was decided that the crew would disseminate among the planets, while volunteers reshaped the ship into a new habitat, from where we will set up a trade network with the surroundings."
The recording ends with a burst of static. It has been ten years since you arrived here with your parents. Now that you have come of age, it has been decided that you will be sent out among the stars, to one of the Nine home-worlds of the Alliance. The captain calls you to his room and informs you of the mission.
Traces of Dilithium crystals have been detected by the scanners on the clothing and ships of the locals, unfortunately, no source has been discovered and the locals know nothing of it. Chosen officers are tasked with setting themselves up with the government of one of the planets, and then searching for such a source. 7 years have passed and every officer sent out has either settled down or been killed in action.
You say goodbye to your parents, and head down to the shuttle bay, time to find a home planet.
THE NINE PLANETS:
Nala: One of the original three planets, Nala became the main economic forces behind the alliance, as such, natives of the world have access to increased economic power and trading ability.
Canto: The first of the planets to develop space travel, Canto quickly became the source of military might in the area, as such, natives have access to more powerful ships and weaponry.
Rone: The last of the original three, Ronein diplomats quickly proved to be capable of negotiating out of most situations, and the civilization on a whole is more charismatic and capable of forming alliances.
Alcor III: Discovered when it was in the equivalent of Middle Ages Earth, Alcor III was uplifted to an equal member in the Alliance in order to gain access to the vast mineral nodes. Citizens of the planet have always been skilled prospectors and mine only the purest minerals.
Alon: A rather lawless planet, Alon is the host of the Alliance's espionage service, and trains the universes most deadly ghosts. Subjects are raised at a very young age to be stealthy, often evading combat: but, as a result, they are weaker in fights.
Endiku Prime: Cold and calculating, Endikuens were initially hostile to Alliance representatives, and an attempt to take the planet by force led to a rough fight in which millions of troops were killed by the extremely effective long range weapons of the locals. When control was finally established, Endiku Prime was quickly given equal membership and now fields snipers of extraordinary talent.
Ausautas: The Land of tinkers, Ausautans proved to be mechanical geniuses, and were inducted into the Alliance after fixing the engine of a crashed ship, allowing the crew to return home safely. The locals can build just about anything given the correct raw materials, and from a very young age they are usually accompanied by their own creations.
Hera: A relatively obscure planets, much of what the expedition knows is rumors of powerful psychics. They are said to be the descendants of another ship much like ours, that contained exiles capable of enormous feats of telekinesis, telepathy, energy manipulation. They became allies after destroying the minds of a exploration ship, and are pretty much allowed to do as they please. According to legend, they are capable of helping others unlock such abilities within themselves.
Sesu does not currently appear to have any benefit for serving as a base of operations for deep space operation (aka, I can't think of unique mechanics for it, so suggestions are welcome, if and when I do, players will be giving the option of switching planets).
Spoiler contains details of planetary benefits.
Benefits:
The unique nature of each planet provides a boost to your character, which is taught to him upon arriving on the planet (at different levels, and it is developed further through experience). For example
Nala: provides more money from sales, cheaper items, provides for an economic advantage over enemies
Canto: Their weapons technology make them great in a fight, made to both take and deal a large amount of damage, repairs however, do cost credits
Rone: A boost to charisma, those from Rone have an easier time recruiting NPCs and talking their way out of fights, higher levels may be able to talk down prices
Alcor III: Has a higher chance of finding better resources while prospecting, and the minerals are purer overall (aka, sell for more)
Alon: Your basic rogues, they can easily backstab opponents, and can "earn" a few easy creds from the locals, with higher chance of success at higher levels
Endiku Prime: Long range snipers, weapons and ships are a little weaker at close range, but at long range, they can precisely hit the weak points of enemies, not the best versus extremely large mobs.
Ausautas: Can create drones from raw materials, and repairs on drones/ships/weapons are overall cheaper.
Hera: Powerful Psionics, they can manipulate the minds of others and well as physically affect the world around them, extremely powerful psionics can create energy blades and eventually start destroying the minds of others.
The unique nature of each planet provides a boost to your character, which is taught to him upon arriving on the planet (at different levels, and it is developed further through experience). For example
Nala: provides more money from sales, cheaper items, provides for an economic advantage over enemies
Canto: Their weapons technology make them great in a fight, made to both take and deal a large amount of damage, repairs however, do cost credits
Rone: A boost to charisma, those from Rone have an easier time recruiting NPCs and talking their way out of fights, higher levels may be able to talk down prices
Alcor III: Has a higher chance of finding better resources while prospecting, and the minerals are purer overall (aka, sell for more)
Alon: Your basic rogues, they can easily backstab opponents, and can "earn" a few easy creds from the locals, with higher chance of success at higher levels
Endiku Prime: Long range snipers, weapons and ships are a little weaker at close range, but at long range, they can precisely hit the weak points of enemies, not the best versus extremely large mobs.
Ausautas: Can create drones from raw materials, and repairs on drones/ships/weapons are overall cheaper.
Hera: Powerful Psionics, they can manipulate the minds of others and well as physically affect the world around them, extremely powerful psionics can create energy blades and eventually start destroying the minds of others.
Character Sheet:
Name: Choose one
Planet: Choose one
Ship:none
Weapons: none
Credits: 250,000
Cargo Hold Contents: 0
Stats will be distributed once planet is chosen.